
Courtesy of Eldoniousrex
MechWarrior Kios stared into the flames, his veneers laid out before him. It wasn’t typical for a newly blooded Nova Cat warrior to take the Rite of the Vision immediately after passing their Trial of Position, but neither was Kios a typical warrior. While the rest of the sibko graduates had gone to celebrate their ascension to the warrior caste, Kios had fasted, collected his effects, and gone to the highest point overlooking New Barcella. Once there, he stoked a fire, sat, and stared.
It wasn’t a true rite—not without the Oathmaster present to verify any potential vision—but Kios had always been one to read ahead in lectures and to practice before doing. It was a habit that had served him well in training. Even if he didn’t receive a vision, merely going through the motions now would make it easier to do properly later. Or so he believed.
Kios reached down to pick up one of his veneers—a wrapper for a candy he’d consumed following a particularly grueling lesson on hand-to-hand combat—and tossed it into the fire. He waited, and when no vision came, he reached down for another. This time, it was an old running shoe he’d outgrown long ago. He didn’t know why he’d kept it (his sibmates had accused him of hoarding for a time), but it had spoken to him somehow. He threw it in the fire, where it immediately began to crackle and spit.
It was just after he’d thrown his third veneer—a painted figurine of a Nova Cat—that the vision came. At first, he merely thought it was a wave of nausea from the altitude and low blood sugar, but then the image of a BattleMech came to him. The ’Mech, he knew without knowing, that would be his assignment in the Nova Cat touman.
The image in his mind’s eye was fragmented and hazy in the smoke, but became clear as he concentrated. The sharp, angled lines of the machine’s cockpit gave it an angry expression, although its overall rounded shape made it seem less imposing. It moved with a certain clumsiness, judging by how his vision swayed and danced with the flames, suggesting an average quickness. Although he could “see” the ’Mech laying waste to unseen enemies, for some ineffable reason, he didn’t feel like it possessed exceptional power. In fact, he got the distinct notion of a completely average and generally unremarkable weapon.
Kios was about to pitch his fourth veneer in disappointment when the vision changed abruptly. He saw himself in the unexceptional ’Mech, desperately fighting with controls that failed him at every turn. He saw his targeting computer short out in a shower of sparks, allowing an enemy to approach at deadly speed and skewer him bodily with a sword—a katana, he corrected. Blood erupted from both himself and his machine as though both had been stabbed in an overfilled artery, showering everything in deep, dark red.
And then the vision was gone. Kios was still holding his fourth veneer—a pulltab from a Coolant Flush energy drink—but he gently placed it back down in the dirt as the vision faded.
He looked around, aware for the first time of the cool night air, of the clear sky, and his own impending mortality. Could that be his fate? To die at the hands of a poorly-made ’Mech that would fail him when he needed it most?
“Fuck that,” he muttered, deciding that he’d simply performed the Rite of the Vision incorrectly. He then poured a bucket of water on the fire, gathered his remaining veneers, and walked back to New Barcella.
The next day, he beheld his Avalanche for the first time and immediately knew that it would be his tomb.
Narration courtesy of BungleTech
Outside of Star League-era prototypes that didn’t make it to full production until after the Succession Wars, the Avalanche may very well have the longest development time of any modern-era ’Mech. A joint project between the Draconis Combine’s Luthien Armor Works and Clan Nova Cat to rebuild their militaries following the Second Combine-Dominion War, the Avalanche took over 30 years to go from design brief to functioning prototype.
Even with the benefit of historical hindsight, it’s difficult to say why the Avalanche project took so long to complete. Some point to the peace dividend of the Republic years, offering both sides of the conflict time to rebuild their civilian infrastructure first before rearmament became a priority. Others pointed to a lingering mistrust between the Kuritan political class and the Nova Cats, with both sides stifling what was supposed to be a joint development. Still others point to engineering difficulties, and it simply took LAW three decades to improve its technology base to the point where it could meaningfully integrate with Clan tech.
The debate rages to this day. Whatever the reason, the first Avalanche rolled off LAW’s production line in 3133. To the DCMS, it was a perfectly acceptable trooper OmniMech, with adequate speed, maneuverability, armor protection, and available pod space to fulfill several battlefield roles. The Nova Cats, however, were far less enthused. Originally intended to interface seamlessly with Clan tech, the Nova Cats experienced numerous faults whenever they attempted to load the Avalanche with Clan-designed weapons. Of particular note was the Stalker targeting syste
m losing alignment after extended use, with some Nova Cat warriors reporting misalignment as high as two full degrees after a 10-minute gunnery exercise.
Nova Cat warriors were so disappointed in the Avalanche that the Clan only developed two full mixed-tech configurations for the 50-ton machine. Rather than spend good resources on a bad product, Nova Cat leadership instead opted to use the Avalanche as the basis for a purely Clan-made OmniMech, resulting in the Wendigo just two years later. A vastly superior machine that integrated cutting-edge innovations, the Wendigo would ultimately outlive the Clan that created it. The Wendigo would, in turn, inspire Clan Wolf’s Stormwolf, a machine that has since become the backbone of the Wolf Empire touman.
Distinguished lineage aside, the Avalanche served without much distinction in the DCMS. After the Nova Cat’s annihilation, the DCMS opted to restore its forces using Clan salvage rather than additional Avalanche production runs. This resulted in Luthien Armor Works refurbishing salvageable Avalanches to sell on the open market. The Avalanche achieved some measurable commercial success, with sales to the Free Worlds League, Capellan Confederation, and even Clan Sea Fox, which subsequently resold the Avalanche to mercenary companies during the Dark Age.
The Avalanche is a cost-effective OmniMech that uses largely off-the-shelf components. An endo steel chassis is the only weight-saving employed, with armor and engine being standard products that have been widely available for centuries. A set of Icarus Standard jump jets allows up to 150 meters of vertical travel, while 10 installed double heat sinks provide adequate cooling for most standard configurations.
The Avalanche‘s primary configuration consists of an LRM-10 bracing either side of the cockpit and paired extended-range medium lasers in each arm. The primary missile armament provides the Avalanche its name, as LAW engineers poetically described missile volleys as emitting “snow-like clouds of smoke.”
Sixteen tons of pod space allowed for several variations, although most maintained a collection of ER medium lasers and missiles. The A configuration replaces the twin LRM-10s with paired SRM-6s and SRM-4s. The B configuration replaces the LRMs with two Thunderbolt 5 launchers and replaces two of the ER mediums with two Light PPCs. The C configuration employs an entirely direct-fire approach, featuring two light class-five autocannons, two ER medium lasers, and two small X-pulse lasers.
Of the two Nova Cat variants, only the N is a truly mixed-tech one. The N configuration mates a Light AC/5 and a Clan ER PPC to a targeting computer, creating a deadly long-range sniper. The R configuration consists entirely of Clan-made weapons, including an LRM-10, two ATM-3s, and four ER medium lasers.
Luthien Armor Works continues to produce the Avalanche and Wendigo OmniMechs, although the former is produced in limited numbers. As Clan technology continues to supplant older Inner Sphere weapons, the Avalanche finds itself increasingly cast aside. Whether LAW intended to sabotage the Avalanche or not, the fact remains that Clan-standards are becoming the standard across the Inner Sphere, and any difficulty adapting to this new reality is sure to relegate any ’Mech to obsolescence.
And as always, MechWarriors: Stay Syrupy.


Aside from a Quickdraw-like case of fugliness, I agree with the DCMS: it’s a workable trooper design, and fairly tough for the weight class (no XL!). With Clan-tech weapons, you could even get in an effective amount of firepower by Spheroid standards. It’s no Atlas IIC or MadCat, but the Avalanche
Unfortunately, the two stock Clan configurations (N and R) stink, one mixing the dubious light AC/5 with an effective Clan ER PPC, the other mixing a Spheroid LRM-10 with twin, lame ATM-3s.
You do not need Clan tech weapons to get an effective amount of firepower. You can mount 10 ML and 6 additional DHS. As long as you do not use the Jumpjets too much, you are pretty much heat neutral.
Or you could build a heavy scout with Guardian ECM, Beagle Active probe, C3-Slave, and TAG 8 ML and 3 additional DHS.
Or you replace the ML in a 2:1 ratio with MXPL.
16 tons pod space, DHS, 10 tons armor, what’s the problem???
There IS no problem. It’s an omni – you can custom your loadout. And the standard one ain’t bad, it’s in between a Catapult and a Whitworth with better mobility than either.
YAWN – this is a NONtroversy
It’s an in-universe controversy. Lore. Stories. That can make for a bad mech just as surely as bad rules for it. The Avalanche and Wendigo are just such a case. I actually love ’em. Good solid mediums.
>LAC5
>Dubious
Which is it?
Been mean8ng to snag the Iron Winds mini for this guy. I love forgettable background dorks like these
I like “forgettable background dorks.” That first of all is a good description, and second, yeah, me too.
The Avalanche IS dorky, but it could have it’s uses! It did inspire the creation of two other OmniMechs, the Wendigo and the Stormwolf, and to be honest, the illustrations and configurations of these latter two Mechs are a LOT better, and lose the dorkiness factor! Who among us doesn’t want to have a Mech that also looks COOL?
The avalanche is a cheap omnimech. It was intended to replenish forces that had been depleted by war.
Neither the Wendigo nor the Stormwolf is cheap. For the price of a Stormwolf you can probably by 2 or 3 Avalances (Clan XL Engines are expensive and both use bigger engines, because they can). So, if you want to test this, you might want to ask yourself: Can a single Stormwolf or Wendigo stand up to its value (C-bills or equivalent) in Avalanches?
I admit the Stormwolf might be able to do it, because of its speed and Laser-reflective armor, but both the MASC and the Supercharge might turn the Stormwolf into its own worst enemy.
The Avalanche doesn’t actually look that bad , it’s that the arms don’t match the rest of the ‘mech . Give it proper jointed arms , (like a Whitworth , for example) and it would look a lot better .
But it IS an OmniMech, the Avalanche, so couldn’t the Nova Cats play “mix-n-match” until they come up with more workable configurations, other than the two workable ones listed? I’m sure the Clans could find SOMETHING!
By lore, don’t forget that its targetting systems were wonky, so even with a good weapons fit, the shots might go somewhere way unintended.
I made a custom variant mid range harraser with Quad light ppcs and a targeting computer, really like the ping pong ball on legs for the simplicity
Oooo can I steal this? I love the idea of quad light ppcs. It’s a baby hellstar pingpong ball!
No ammo-fed weapons here? A canon obligatory all-energy config is lacking…
CLAN NOVA CAT MENTIONED
I really like the Avalanche, it’s like an Omni-Whitworth! Replace the IS weapons with clan lrm15+Artemis and cermls and it’s perfect. Also love the looks, but then again I immensely enjoy the Ost-series of mechs.
Completely understand why it’s a “bad mech” though when the Clanners thought they’d be getting something advanced as an omni. Its underwhelming compared to its successors.
Would be interested in seeing how this fairs against other low-tech omnimechs like the Stooping Hawk.
Dang, beat me to the punch.
This ‘Mech is basically the Inner Sphere equivalent of the Stooping Hawk. Standard engine to cut costs and improve survivability, a trait in common with both the Stooper and the Haputmann. However, that cuts both ways with the decision to mount fixed jump jets, which I would consider the major conceptual flaw–it is an OmniMech and JJs can be pod-mounted. 16 tons of pod space doesn’t really give you much to work with if you’re limited to IS weapons, and indeed all of the alternate configs mount primarily light-calibre weapons (LACs, LPPCs, T-bolt 5s). The Nova Cats, for their part, were probably hoping that Luthien Armor Works could re-create the Huntsman/Nobori-nin for them, and from THAT perspective, the Avalanche falls well short.
This one is a challenge to test in MegaMek. Being an Omni, it has a variety of different configurations that can be examined, each of which would be suited for a different opponent(s). Bit of a puzzler here, but for some reason, as a first opponent, the Starslayer seems to be crystallizing in my mind. If we’re willing to look outside the weight class, the Prime config seems like it would be an interesting matchup for the Dervish. Pitting the Avalanche against the Stooping Hawk would be a bit like pitting the Rakshasa against the Timber Wolf Prime, IMO. (which I already did)
I see I’m not the only one who was immediately reminded of the Whitworth! And yeah, while I can understand why the Nova Cats considered it a Bad Mech, it seems like a perfectly solid option to my spheroid standards.
The biggest point of criticism, in my opinion, is the fixed jumpjets and the IS-standard armor. Clan standard armor has integrated C.A.S.E. without taking tonnage or slots, which would increase the aviable pod space to 19 tons.
This would allow you to emulate most IS medium mechs:
Hunchback 1 LBX 20 + 2 t of ammo, 3 ER ML
Centurion 1 LBX 10 + 1 t of ammo, 1 LRM10 + 1 t of ammo, 1 ERML
1 UAC5 + 1 to of ammo, 1 LRM10 + 1 to of ammor, 3 ERML
Phoenix Hawk 1 ERLL, 4ERML, 2 MG + 1/2 t of ammo, 6 DHS, 5 JJ
If you want the integral CASE you need to be using a Clan tech base to build the ‘Mech. Clan ‘Mechs get integral CASE no matter what kind of armour they have. IS advanced armours, on their own, don’t provide integral CASE. But CASE can be pod-mounted on an Omni, if memory serves.
So a clantech-mixed build, where everything but the armor is IS-components, to keep costs down? Because the whole point of this mech is to have something cheap to replenish a depleted force. The one useful and cheap component of clantech, and they do not integrate it.
I feel some pressure to get these out now, as the thread advances so quickly.
(Believe it or not, I do actually have a life outside of running MegaMek sims)
For the first opponent, I selected the DV-7D Dervish as an opponent for the Avalanche’s Prime config.
Same movement profile and combat niche but slightly older tech base (e.g. no ER weapons), and somewhat less armour despite being 5 tons heavier. Also carries 4 tons of ammo, meaning that many more chances for an ammo explosion, though both side torsos have CASE.
AVL-1O Avalanche Prime vs. DV-7D Dervish
Using: MegaMek v0.49.7
–both pilots G3/P4
–both bots set to LRM Missile Boat, with no forced withdrawal and no auto flee
–map: Rolling Hills 1
–Avalanche always starts in NW, Dervish always starts in SE
Avalanche BV: 2033
Dervish BV: 1864
Match 1
Turns: 18
Winner: Avalanche (929/2033 BV)
–Dervish destroyed by CT destruction from ERML hit
A marathon match where both ‘Mechs exhausted their LRM ammo. The Dervish scored both engine and gyro hits on the Av on turn 14 and took out 3 of its 4 ERMLs but couldn’t capitalize further. The Av kept plugging away with its one remaining ERML and LRM-10 until the Dervish finally fell, having lost one arm and the other with too many actuator hits to fire accurately.
Match 2
Turns: 7
Winner: Dervish (1684/1864 BV)
–Avalanche destroyed by head destruction from ML hit
The Dervish had previously hit the Av’s head twice (once with SRMs, once with LRMs) so a single ML hit was enough to finish it off. (BTW, anyone else notice the Av has only 8 points of head armour?)
Match 3
Turns: 12
Winner: Dervish (986/1864 BV)
–Avalanche destroyed by CT destruction from LRM hit but ‘Mech was already prone with destroyed RT (LRM ammo explosion), engine hit, gyro hit, and unconscious pilot
Another LRM slugfest where the Av came out on the losing end this time. The standard engine and CASE meant it didn’t die right away when its LRM ammo was hit, but that left it with only its left half still functional.
Match 4
Turns: 7
Winner: Avalanche (1484/2033 BV)
–Dervish destroyed by CT destruction from ERML hit, but ‘Mech was prone and pilot unconscious
The Dervish suffered a double ammo explosion (LRM and SSRM) on turn 5, knocking the pilot out with 4 hits and they didn’t wake up again after that.
Match 5
Turns: 14
Winner: Avalanche (979/1864 BV)
–Dervish destroyed by CT destruction from ERML hit, but ‘Mech was prone and pilot unconscious
This match could well have gone to the Dervish, as it had already taken out both of the Av’s LRM-10s, one of its ERMLs, and 3 of its JJs. Unfortunately, it was again undone by a SSRM ammo explosion that knocked out the pilot for the rest of the match, allowing the Av to close in and finish it off using the remaining lasers and physical attacks.
Match 6
Turns: 9
Winner: Dervish (1517/1864 BV)
–Avalanche destroyed by engine destruction from 3 engine hits in same phase (not all from same weapon hit)
It seemed like the Dervish kept alternating damage on the CT and LT throughout the match, stripping both; the killing crits were actually from LT damage transfer.
Match 7
Turns: 9
Winner: Dervish (1423/1864 BV)
–Avalanche destroyed by head destruction from ML hit
The Av took two head hits on turn 2, leaving it with just one armour point there. Anything more than a small laser would finish it there, which is what finally happened.
Match 8
Turns: 15
Winner: Dervish (1536/1864 BV)
–Avalanche destroyed by head destruction from ML hit; pilot was unconscious from ammo explosion feedback
Yet another marathon. The Dervish exhausted its LRM ammo and had only its short-range weapons to fight on with; the Av, paradoxically, was able to keep going with its LRMs for longer because the Dervish had earlier knocked out one of its LRM-10s but not the ammo, so it had 2 bins to feed the remaining launcher. After turn 7, that was ALL it had to fight on with, after the Dervish destroyed both its arms and TAC’ed the engine.
Match 9
Turns: 10
Winner: Dervish (1338/1864 BV)
–Avalanche destroyed by CT destruction from ML hit but ‘Mech was prone and pilot unconscious
A lucky break for the Dervish on turn 3, where it crippled the Av with 2 engine hits and a jump jet hit on TACs from both its LRM launchers, and followed that up with a gyro hit the next turn. The Av was still able to fight on surprisingly effectively, at least until the Dervish critted its LRM ammo and knocked out the pilot.
Match 10
Turns: 11
Winner: Dervish (1497/1864 BV)
–Avalanche destroyed by engine destruction from SSRM-2 hit
Another victory where the Dervish won mostly out of luck. A single LRM from the Dervish TAC’ed 2 gyro hits on the Av on turn 4, pillboxing it but leaving all its weapons functional. The Dervish spent the next 7 turns carefully dancing around the downed but still dangerous Av, opting to just peck the Av apart at range until finally critting the engine out.
Still, that’s 7/10 for the Dervish.
The Avalanche lost 70% of the time to a design that occupies the same combat niche and is strikingly similar in most particulars, but that entered service nearly a century earlier. Make of that what you will.
Honestly, mostly what I make of that is that BattleTech is a pretty high variance game. Over half of the Dervish’s wins were the result of multiple headshots or early TACs, while the Avalanche never managed a win by any means other than complete CT destruction. The Dervish is just as susceptible to TACs (tho it is admittedly more capable of causing them), and only slightly more resilient to headshots, but the Avalanche just didn’t get those rolls in sufficient quantity.
Yeah, I was doing some shootouts last time between the stock Rakshasa and the dual-snubbie version I outlined in the comments, and while they went about even, I never managed to get a result, either way, that didn’t make me go, “… Well, *that* was some bullshit.”
My favorite one, my mod shot the stock in the face with a snubbie (medium range, so it didn’t breach), and then in the next round, hit it in the head *again* with a 3-missile cluster, which left it with 1 Head IS and crits to the sensors and life support. The sensor damage made the stock one pretty useless for the remainder of the fight, which ended when mine TACed the stock’s gyro with a snubbie, and, in the same round, shot it in the foot with an LRM cluster. It failed the PSR from the gyro and actuator damage, then failed the PSR to ride it down, giving the MW a 3rd point of damage… which turned out not to matter, because it took the second falling damage cluster to the head, squashing it.
My Friend and Myself Use them Regularly He Sticks to the Prime where I tend to Let My Imagination Run with The Pods my Go to is Twin MML-5s 4 IS ER Mediums tied to and IS TC but I also use a Mixed Version in my 21st Centauri Lancers Named “Rasbid”
2 Clan Streak LRM-10s and 4 ER IS Mediums tied to and IS TC. Overall I like It it’s Rugged and Good for Campaign Play.
To be honest, I expected the Clans AND the Draconis Combine to come up with something more, well, radical! That’s something BOTH the Clans and the Draconis Combine are really good at! Instead, they came up with, well, mundane and boring! Both groups could have done MUCH better with the Avalanche but they didn’t, and now they’re stuck with a Mech nobody wants! So much for the vision quests of the Nova Cats/Spirit Cats!
Having some really ordinary mechs “in the middle of the lineup” I think is sound reasoning, like the “Watchman” for example or for the DCMS the “Daimyo.”
Cheap, non-XL, primarily energy weapon, DHS, 5/8(5), maxed out armor. Just basic performers. These things at 40 tons are about as useful as the “Three Brothers” Wolverine, Griffin, Shadow Hawk trio for less money and BV. This is the most realistic aspect of BT.
The DCMS used to use legions of Panthers which in my experience are just trash. 4/6/4 is BELOW the “basic defensive” movement equal to the penalties for firing/maneuvering, that means they take more fire than they give. THere was an earlier version with a LL and 6/9/6 which would be a better bet. PPCs so what the Jenner has 4 MLs and isn’t taking anywhere near the fire.
As for “spirit quests”, historical accounts are from the “woogy” era of history (as in Heroditus and the hollywood style stories) with the “Oracles” giving bad advice to kings who go out and ruin their empires immediately. So that may be a commentary on drug-induced visions (see Southpark “Red Mans Greed” episode with the ‘bag of visions’ paint thinner trailer-dwilling shaman).
>The DCMS used to use legions of Panthers which in my experience are just trash. 4/6/4 is BELOW >the “basic defensive” movement equal to the penalties for firing/maneuvering, that means they >take more fire than they give. THere was an earlier version with a LL and 6/9/6 which would be a >better bet. PPCs so what the Jenner has 4 MLs and isn’t taking anywhere near the fire.
Um, what’s your source for that? The original -8Z Panther with the large laser had the same movement curve as the standard -9R. Up until the Clan Invasion, the only faster version was the ALAG variant, which moved 5/8 but had no jump jets. With Star League tech (ES structure and DHS for weight savings) it is possible to make a 5/8/5 version without going XL, but as far as I know there’s no canon Panther variant that does that.
Can’t find it again. But I do remember it. Probably it had no heat sinks.
Without Jump Jets it could squeeze in a LL and an SRM-6, 9 tons as per the Wolfhound loadout (9 tons of lasers).
The Panther is a reliable and sturdy mech, for its tech level. You can put down numbers, and it basically fullfills the same role as an Urbanmech, only faster. The PNT-8z would probably work better in urban combat than the PNT-9R, but its PPC gives it options in non-urban settings. A company of PNT-9R could probably ruin the day of a Steiner Scout lance if they have room to maneuver and keep the range open.
For my next trick, I decided to test one of the mixed-tech configs: the N variant. For its opponent, I selected the ‘Mech and config the Nova Cats so clearly wanted the Avalanche to be: the B configuration of the Huntsman/Nobori-nin.
This might seem like a lopsided mismatch at first, but I thought it had the potential to be much more interesting than it looked on paper. At first glance, the Av’s N config is clearly a pauper’s version of the Huntsman B, but this is a matchup where both participants have a headcapper and can end the match with a single shot, so that should give some pause to each side. The Av also makes efficient use of what few weapons it has, with a tarcomp giving it an edge in accuracy over the Hunty as well as the ability to make aimed shots. The weapon placement is smart too, with the cER PPC and tarcomp being placed clear of the ammo so it won’t be lost in an ammo explosion. The Av’s standard engine also gives it a durability edge on the Hunty, where losing a side torso will still inflict 2 engine hits even if it doesn’t kill the ‘Mech outright. In all other areas though, the Hunty has the edge. Although it doesn’t have the accuracy boost of a tarcomp, the cER PPC is backed up by an LB-10X, 2 cMPLs, and even a pair of MGs that can be used for close-range crit-seeking (in the absence of infantry to shoot at)—like an Enforcer but better. Cluster round and pulse bonuses are a good enough trade-off for the lack of a tarcomp, and put simply, the Hunty B just has more and better guns to shoot with. On the downside, it also tends to run bit hot, fitting for a Nova Cat ‘Mech.
So without further ado…
AVL-1O Avalanche N vs. Huntsman/Nobori-nin B
Using: MegaMek v0.49.7
–both pilots G3/P4
–both bots set to BERSERK, with no forced withdrawal and no auto flee
–map: Rolling Hills 1
–Avalanche always starts in NW, Huntsman always starts in SE
Avalanche BV: 2472
Huntsman BV: 2846
Match 1
Turns: 8
Winner: Huntsman (865/2846 BV)
–Avalanche destroyed by head destruction from Huntsman physical attack but ‘Mech was already prone with pilot unconscious
A bit of a bizarre match where the Av actually had the edge, taking out the Hunty’s cER PPC with its own, while the Hunty silenced the Av’s LAC/5 with its own cER PPC on the return volley. However, being stuck with an LB-10X and 2 cMPLs as backup weapons is hardly a poor deal, and the Hunty promptly used them to destroy the Av’s LL the next turn. With the Av not really able to move anymore, the Hunty used its MPLs, LB cluster shot, and even its MGs to wear down the Av, taking out its tarcomp, wrecking its other leg, and knocking out the pilot before finally crushing its head with a well-placed stomp.
Match 2
Turns: 11
Winner: Huntsman (792/2846 BV)
–Avalanche destroyed by engine destruction from LB-X cluster attack
Another match where the Av had the edge early on and really could’ve taken the Hunty down, scoring an engine hit and destroying its RA on turn 5 and robbing it of all its energy weapons. The Hunty fought on with just its LB-10X and MGs, taking out the Av’s LAC/5 in reply, and even surviving a shutdown. It then scored a limb blown off of the Av’s LA, leaving the Av with no weapons and only able to do physicals. The Hunty’s LB-X cluster rounds continued to work their magic, scoring engine crits on 3 different turns before finally putting the weaponless Av out of its misery.
Match 3
Turns: 6
Winner: Huntsman (2760/2846 BV)
–Avalanche destroyed by CT destruction from cER PPC hit but ‘Mech was already prone with pilot unconscious.
The Av was never really in this fight, with the Hunty first critting its LAC/5, then destroying its LA, and finally blowing the undumped LAC/5 ammo and wrecking its RL. The pilot knocked themselves out failing a PSR on the subsequent fall, allowing the Hunty to just waltz up and core the CT.
Match 4
Turns: 6
Winner: Huntsman (2610/2846 BV)
–Avalanche destroyed by CT destruction from Huntsman physical attack but ‘Mech was already prone with unconscious pilot
A curious match where the two ‘Mechs mostly chased each other up and down the “East” edge of the map. The Hunty destroyed the entire right side of the Av on turn 5 (RL destruction + ammo hit), KOing the pilot who didn’t wake up again.
Match 5
Turns: 6
Winner: Huntsman (2183/2846 BV)
–Avalanche destroyed by CT destruction from cER PPC hit
The Av almost pulled this one out early, getting behind the Hunty and nearly shooting out its LT. The front of the Hunty was still mostly untouched though, and it returned the favour next turn, destroying the AV’s right arm with three consecutive strikes. The Hunty put itself in a bad spot by failing a PSR and critting its own LB-10X in the fall, but still had its Peeper and MPLs to fight with, and that was all it needed as it got behind the Av twice more, taking out the right and then centre torsos from behind.
Match 6
Turns: 7
Winner: Avalanche (1991/2472 BV)
–Huntsman destroyed by engine destruction (losing RT + CT engine hit)
The Av’s most effective attacks were a couple of well-placed kicks from 1 level up, critting the LB-10X early and weakening the Hunty’s side torsos so that even the LAC/5 could be a factor. The Hunty was in serious trouble once it lost its RT on turn 5, taking out its biggest and most accurate weapons and inflicting 2 engine hits. The Av then just had to stay out of range of the Hunty’s MGs and its victory was basically inevitable.
Match 7
Turns: 5
Winner: Huntsman (2632/2846 BV)
–Avalanche destroyed by CT destruction from cER PPC hit but ‘Mech was already prone with pilot unconscious
Another case where the Av’s pilot was KO’ed by an explosion of its LAC/5 ammo (on turn 3) and didn’t wake up for the rest of the match.
Match 8
Turns: 10
Winner: Huntsman (1973/2846 BV)
–Avalanche destroyed by CT destruction from cER PPC hit
A pretty brutal match where the Av actually dealt significant damage to the Hunty; both ‘Mechs suffered explosions of their AC ammo, but the Hunty was left with all its energy weapons and MGs, which it used to destroy the Av’s left arm, leaving it weaponless. The Hunty spent turns 7 through 10 hunting the Av, down, which could only keep jumping back. (Is there a way to get the bots to engage in committed physical attacks like charges and DFA?)
Match 9
Turns: 8
Winner: Huntsman (1538/2846 BV)
–Avalanche destroyed by CT destruction from falling damage.
The Av tried running with a gyro hit, foot actuator hit, and only 2 structure points left in its CT. It did not go well. This was especially pathetic because the Hunty was just standing around on only one leg (the other having been destroyed on turn 4), but what a heck of a gun turret it made!
Match 10
Turns: 8
Winner: Huntsman (2610/2846 BV)
–Avalanche destroyed by CT destruction from cER PPC hit
Interesting thing about this match is that most of the Hunty’s early big hits came on the Av’s arms, and once those were both gone by turn 4, damage transfer on both sides funnelled inexorably to the CT. Again, from that point on, the Av just spent its time trying to put as much distance between itself and the Hunty as it could.
9/10 for the Huntsman.
Refreshingly, no one-shot decapitation wins.
Well, my feeling about this matchup being more interesting than it looked was both right and wrong. 90% of wins can’t be a mistake, but for at least 3 of those, the Av gave the Hunty all it could handle and pushed it to the brink. The Av managed only one clear victory, in which roughhousing played a significant role. The headcapper fear factor never materialized in these tests, so even though the Hunty won most of the time, it usually had to do so by getting through to the Av’s CT and coring it out. I have to say I was disappointed by the Av bot’s performance, as it never took advantage of the aimed shot ability even when the Hunty was on the ropes. As mentioned before, I would also like to have seen the Av’s bot engage in committed physical attacks; had I been playing it myself, I would certainly have resorted to charges and DFAs in cases where the Av was left weaponless. Still, I feel that the Av’s losses were for the most part not as terrible or one-sided as just a comparison of the weapon loads and BVs would suggest.
The Avalanche reminds me of another cheapass omnimech, the Strider.
Serviceable troopers that can be used as the core of homogenised medium lances. Too bad they never really went down this route.
Fluff hinted at a mix-tech base.
The one cheap and easy piece of clantech they did not integrate was the armor. Clan standard armor comes with an in-built case in all locations without additional weight or slots.
The next misstep was the fixed jumpjets. Those things can be pod-mounted if required, so why fix them?
Without those missteps, they would have a 50-ton 5/8 mech with 19 tons of podspace and 10 tons of armor, which makes this mech quite sturdy for its weight class.
The next problem is the proposed configurations. Prime and A Config I can see.
Prime is a long-range missile support with support and long-range circled and double underlined and exclamatory marks.
A is a close-range brawler who could probably give the hunchback a run for its money.
B configuration is a bit of a head scratcher. Why the Thunderbolt 5? You could go 3 light ppc and 3 ER medium + 4 dhs and it would be a good mid-range direct fire mech.
N I ask myself, why a light AC5? For the same weight (weapons + ammo) you could mount a Large Laser and 2 dhs for more damage 5 to 8, same range profile, and heat neutral if you are walking.
R configuration … has ATMs, and I ask myself, why use these bad copies of the MML? You could upgrade it to 2 cLRM10 with 2 tons of ammo, add 5 dhs, and you’d have an improved version of the prime that is mostly heat neutral as long as you do not use the jumpjets. It also reduces the chance of an ammo explosion by reducing the ammo from 4 tons to 2.
>N I ask myself, why a light AC5? For the same weight (weapons + ammo) you could mount a Large Laser >and 2 dhs for more damage 5 to 8, same range profile, and heat neutral if you are walking.
In defense of the LAC/5, it is the lowest-heat weapon you can mount there (without going to Protomech weapons) that will tip the total damage output into PSR territory. The lightest Clan-spec AC is the Clan Ultra AC/2, which despite its awesome range is not sufficient to force a PSR even if it double-hits. A 5-point weapon can do that when paired a 15-pointer.
Also, a LAC can use alternate munitions (tarcomp + precision ammo = yum).
Personally I would forgo the tarcomp and replace the LAC/5 with a quartet of Clan ERMLs and extra DHS.
Or even a cERLL for that Night Hawk-like feel.
And oh yeah, the LAC/5 also has no min range.
With Clantech becoming THE tech standard in the Inner Sphere, and to a lesser extent, the Periphery, who’s going to want the older Succession-Wars stuff?
The better question is, what will be the next technological advancements? For both the Clans to keep ahead of the Houses and for the Houses to either match Clan capabilities or develop unique ones.
The production capacity for clantech in the IS is minimal; hence, that material is expensive. Sure, a few elite battalions can be equipped, but that will cost you as much as equipping two or three line regiments with SL-tech.
The factories to produce Clantech in significant numbers are few (even the ghost bears use IS-stuff). I think production of the necessary materials to supply the factories to produce weapons or equipment is lacking. Clan society was incredibly militarized and, compared to the IS, tiny. Getting the tech level up enough to produce clan tech in significant numbers will take more effort and time than the IS currently has, because production centers are targets, and the restraint of the latter parts of the succession wars is currently lacking.
Repairing battle damage requires specialized Techs and tooling, so maintaining those troops will also be expensive.
There are actually not that many IS-tech 5/8/5 *50*-tonners (55 is a different story) against which the Avalanche can be pitted. There is one standout candidate: the Starslayer (or just “’Slayer”). This very late Star League-era ‘Mech (first introduced in the old McCarron’s Armored Cavalry sourcebook) matches the Av for size, speed, mobility, durability, and in its later variants, has about a half-ton more armour. Its weapons are also smartly placed, with its pair of standard large lasers separated from its CASEd SRM-4 ammo. Shortcomings are an oddly-placed rear-firing small laser in the head (takes up a crit if nothing else), and a left arc gunnery blind spot—there are two medium lasers in the LT but nothing in the LA, and those lasers will be lost in the event of an ammo explosion. Of the available variants, I chose the STY-3C, the revived Clan Invasion-era model seen in TRO: 3058.
When trying to decide which Av config would be the best opponent for the ‘Slayer, I was torn between the B and the C, eventually settling on the former as it was closer to the ‘Slayer in terms of base BV (1521 for the Av B vs. 1508 for the ‘Slayer and 1341 for the Av C) The Av B features a smattering of light-calibre guns, with a pair of light PPCs and a pair of Thunderbolt-5s, backed up by the near-obligatory pair of isERMLs. The overall impression is of a lighter, faster, more mobile JagerMech.
Without further ado…
AVL-1O Avalanche B vs. STY-3C Starslayer
Using: MegaMek v0.49.7
–both pilots G3/P4
–both bots set to Skirmisher, with no forced withdrawal and no auto flee
–map: Rolling Hills 1
–Avalanche always starts in NW, Starslayer always starts in SE
Avalanche BV: 2018
Starslayer BV: 1991
A pretty close matchup in terms of BV.
Match 1
Turns: 10
Winner: Starslayer (1683/1991 BV)
–Avalanche destroyed by CT destruction from LgLas hit
Although it got off to a poor start, the ‘Slayer was able to make up for it on turns 3 through 5, repeatedly striking the Av’s LT from the side and destroying it, taking half the Av’s weapons with it. The Av responded with a TAC to the CT that scored an engine hit. Despite that, the ‘Slayer’s bot insisted on firing both LgLas and jumping whenever it could, a tactic that was arguably worth it as it stripped the Av’s CT by turn 7, getting 2 engine hits and a gyro hit for its pains. The match ended comically, with the ‘Slayer shutting down and falling over after firing the killing volley into the Av.
Match 2
Turns: 11
Winner: Starslayer (777/1991 BV)
–Avalanche destroyed by CT destruction from Starslayer physical attack
Right up until the last turn, one could be forgiven for thinking that the Av would take this match. This was a complete seesaw match where the two traded blows and advantage almost every turn, but the ‘Slayer came out on the wrong side of things with an engine hit and destroyed RL by turn 8. Inexplicably, on the final turn, the Av placed itself in front of the ‘Slayer at point-blank range and decided it would try and finish it off with…only the T-Bolt-5’s. It whiffed. The ‘Slayer responded with a desperation alpha, taking off the Av’s LA, going internal on the CT, and scoring a gyro hit. It was physicals that decided the contest, with the Av’s kick transferring to the ‘Slayer’s still fairly intact RT, while the ‘Slayer’s return punch finished off the Av’s CT structure. Another comical ending as the ‘Slayer failed the PSR for being kicked, fell, and KO’ed the pilot.
Match 3
Turns: 8
Winner: Starslayer (1775/1991 BV)
–Avalanche destroyed by CT destruction from LgLas hit; pilot killed by ammo explosion feedback
A curious match where both ‘Mechs moved to the SE edge of the map and decided to duke it out at close range. This worked out badly for the Av, as on turn 5 the ‘Slayer got behind it and TAC’ed the gyro with its SRMs. The Av fell down and failed to get up again after that, falling on every attempt it tried until the pilot went unconscious from damage. To add the ultimate injury to insult, the Slayer blew the Av’s T-Bolt ammo the same turn it cored the CT, killing the pilot.
Match 4
Turns: 12
Winner: Starslayer (917/1991 BV)
–Avalanche destroyed by CT destruction from LgLas hit
Another back-and-forth slugfest where each contestant took turns having the upper hand. It looked like the Av would actually take it in the later turns after it destroyed the ‘Slayer’s RA (taking one LgLas with it) and crippled its LL. However, the ‘Slayer bot had a strange penchant in this match for punching whenever it could get the chance—and its most frequent target was the Av’s CT, which it punched repeatedly over the course of the match. Even though the ‘Slayer was the worse for the wear, the match ended when it breached the Av’s CT on turn 11 with a punch, then finished the Av off next turn with a strike from its remaining LgLas. This time, the ‘Slayer finished the match still on its feet.
Match 5
Turns: 3
Winner: Starslayer (1905/1991 BV)
–Avalanche destroyed by head destruction from Starslayer physical attack
Misfortune struck the Av early when it missed a kick on turn 2, fell and damaged its head, and failed the seat belt check to boot. The next turn, the ‘Slayer got next to the Av one level up, critted 2 JJs and a T-Bolt-5 with laser fire, hit the head with a SRM, then crushed it with a kick.
That’s only 5 matches so far, but there are already a couple of things that stand out to me. One is that the Starslayer is a superior close-range combatant, as not only are its main guns more powerful than anything the Av B packs, but there are no minimum ranges on anything, unlike the Av’s LPPCs which face declining accuracy at very close ranges. The second is that the T-Bolt-5 is an even worse close-range weapon than a LRM-5, as it faces not only min range problems, but its damage is halved (rounded DOWN) inside its min range band, so it does no more damage than a single SRM if fired inside that range. Still, while it didn’t win anything so far, the Av B has shown that it *can* push the ‘Slayer to the brink.
It seems to me that the Av B more fits the Sniper profile than a Skirmisher. I’ll run the next set of text using a Sniper bot for the Av. The ‘Slayer, by contrast, seems to be the very definition of a skirmisher.
One thing that has been overlooked so far in this discussion is that, like the Raider, the Avalanche was originally designed for ClickyTech. How was its performance in that game? Is this a case that, again like the Raider, the Av was pretty good under Clicky rules, but became mediocre when translated to the classic game?
I think, after quickly skimming the rules, the Thunderbolt 5 performs better in Alphastrike than in classic Battletech. How relevant is the Thunderbolt in the fights?
>How relevant is the Thunderbolt in the fights?
I would have to say not very. Most of the time, the Starslayer was able to get inside the T-bolt’s min range (where its own large lasers work best), at which point the T-bolt 5’s become no better than single SRMs, and with worsening to-hit numbers the closer it is. As I said, the Av B strikes me as being much like a JagerMech–both the LPPC and T-bolt 5 have the same max range (and damage) as a standard AC/5. Best way to use it IMO is to park it on a hill or in light cover near the edge of its longest weapon range and snipe.
Now, I know that pitting a canon model against a custom config is arguably not good form, as most players will optimize much more than the game’s in-house designers (who have their own reasons for canonizing suboptimal designs), but the N config just seemed like such a case of wasted potential that I just couldn’t let it slide without some “improvements”
I call this the “T” config. It leaves the cER PPC in place, but replaces the LAC/5 and ammo with a single cER LL, and drops the tarcomp to add 6 more IS-spec DHS, for a total of 16. Still only 2 guns, and loses the accuracy boost of the tarcomp, but I think most would agree that the cER LL outperforms the LAC/5 in just about every way (except maybe heat efficiency), and this config is heat-neutral even on a full jump and alpha. Base BV is 1964.
No detailed comments here, just wanted to see if this would do significantly better than the canon N config against the Huntsman B.
AVL-1O Avalanche T (custom) vs. Huntsman B
Using: MegaMek v0.49.7
–both pilots G3/P4
–both bots set to Skirmisher, with no forced withdrawal and no auto flee
–map: Rolling Hills 1
–Avalanche always starts in NW, Huntsman always starts in SE
Avalanche BV: 2592
Starslayer BV: 2846
Match 1
Turns: 6
Winner: Avalanche (2541/2592 BV)
–Huntsman destroyed by CT destruction from cER LL hit
Match 2
Turns: 3
Winner: Huntsman (1015/2846 BV)
–Avalanche destroyed by head destruction from cER PPC hit
Match 3
Turns: 7
Winner: Huntsman (1529/2846 BV)
–Avalanche destroyed by cumulative transferred CT damage from LB-X cluster attack
Match 4
Turns: 8
Winner: Huntsman (1713/2846 BV)
–Avalanche destroyed by CT destruction from MG hit but ‘Mech was already prone with destroyed leg and gyro, and weaponless
Match 5
Turns: 6
Winner: Avalanche (2427/2592 BV)
–Huntsman destroyed by engine destruction from Avalanche physical attack to CT (LT previously destroyed) but ‘Mech was already prone with destroyed LL
Match 6
Turns: 5
Winner: Avalanche (2262/2592 BV)
–Huntsman destroyed by engine destruction from CT engine crit (cER PPC) and LT LB-X ammo explosion (cER LL) in same phase
Match 7
Turns: 7
Winner: Huntsman (2344/2846 BV)
–Avalanche destroyed by CT destruction from MG hit but ‘Mech was already prone with destroyed gyro
Match 8
Turns: 5
Winner: Huntsman (2513/2846 BV)
–Avalanche destroyed by head destruction from cER PPC hit
Match 9
Turns: 7
Winner: Avalanche (133/2592 BV)
–Huntsman destroyed by CT destruction from cER PPC hit
Match 10
Turns: 6
Winner: Huntsman (1648/2846 BV)
–Avalanche destroyed by CT destruction from Huntsman physical attack
Huntsman B wins 6/10.
Well, that was somewhat better, but not as much as I had hoped. Despite all the added advantages, this Av still just doesn’t have enough guns. If both ‘Mechs hit with their Peepers, the Hunty just has more that it can follow that hit up with. And there were 2 lucky 1-shot decapitation wins for the Hunty, while the Av didn’t get any, even though the potential was there.
>It seems to me that the Av B more fits the Sniper profile than a Skirmisher. I’ll run the next set of text using >a Sniper bot for the Av. The ‘Slayer, by contrast, seems to be the very definition of a skirmisher.
And then I thought, why would I want to do THAT? The Avalanche is an Omni, after all. Wouldn’t it be more interesting if the Starslayer had to face…a near-doppelganger of itself?
I give you…the AVL-1O-STY1 config. Basically a mirror image of the Starslayer, with everything switching which arms and torsos they’re mounted in to fit with the fixed RT CASE in the Av. 1 additional DHS in the RT to pad the SRM ammo. Only things missing are the silly rear-facing small laser in the head, and the extra half-ton of armour. Base BV is 1475.
AVL-1O Avalanche STY (custom) vs. STY-3C Starslayer
Using: MegaMek v0.49.7
–both pilots G3/P4
–both bots set to Skirmisher, with no forced withdrawal and no auto flee
–map: Rolling Hills 1
–Avalanche always starts in NW, Starslayer always starts in SE
Avalanche BV: 1947
Starslayer BV: 1991
Match 1
Turns: 6
Winner: Starslayer (1665/1991 BV)
–Avalanche destroyed by CT destruction from Starslayer physical attack but ‘Mech was already prone
with destroyed RL and pilot unconscious
Very unlucky match for the Av when it managed to destroy its own RL on turn 3 after failing a PSR from being kicked by the ‘Slayer and finishing off the leg’s structure from the fall. The Av’s pilot then knocked himself out falling again, making the ‘Slayer’s job an easy one.
Match 2
Turns: 5
Winner: Avalanche (1785/1947 BV)
–Starslayer destroyed by head destruction from ML hit
–Disaster struck for the ‘Slayer on turn 2, when it took a head hit from one of the Av’s LgLas and while it didn’t cause a breach, the pilot failed the consciousness roll, meaning the Av had next turn to tear into it without retaliation, of which it took full advantage (even tossing in a kick while the ‘Slayer was down), inflicting a gyro hit. Even though the pilot came to, the ‘Slayer promptly fell down again on turn 4, and the Av just did it again. Rinse, repeat for turn 5, except this time one of the Av’s MLs hit the ‘Slayer’s head again. Game over.
Match 3
Turns: 9
Winner: Starslayer (1147/1991 BV)
–Avalanche destroyed by CT destruction from Starslayer physical attack but ‘Mech was prone with destroyed RL
A bit of an odd match where both ‘Mechs destroyed each other’s left sides on turn 7. Unfortunately for the Av, that meant losing both its LgLas, while for the ‘Slayer it meant losing its secondary weapons. The ‘Slayer still had its own pair of LgLas to keep going at the Av with, and destroyed its RL. The Av fell face down and did not return fire for the rest of the match. The ‘Slayer spent the last 2 turns working the Av over with its LgLas and finally caving in the CT with a kick.
Match 4
Turns: 6
Winner: Avalanche (1676/1947 BV)
–Starslayer destroyed by CT destruction from ML hit
The ‘Slayer got in trouble early here as it got TACed with an engine hit on turn 2. On turn 4, the Av got behind the ‘Slayer, breached its LTR, and blew the SRM ammo. The pilot blacked out and the Av got another turn of retaliation-free fire, getting behind it again on the last turn and taking out the last of its CT structure with ML fire.
Match 5
Turns: 5
Winner: Avalanche (1391/1947 BV)
–Starslayer destroyed by head destruction from LgLas hit
A bit of an odd match where both ‘Mechs converged on the SE corner of the map and just decided to duke it out there. Pretty even until turn 4, when the Av really lucked out by scoring both a head hit (with a ML) and a CT TAC that resulted in 2 engine hits and a gyro hit. The Av then followed that up with another head hit on turn 5, ending the match.
Match 6
Turns: 9
Winner: Avalanche (1210/1947 BV)
–Starslayer destroyed by engine destruction (rolled a 12, all 3 engine hits) from ML hit
The Av was curiously able to concentrate damage on each of the ‘Slayer’s side torsos, taking out first the left on turn 3 (landing a kick there certainly helped), and then the right a couple of turns later. With the ‘Slayer robbed of all its weapons (except the rear-facing SL in the head) in this way, the Av spent 3 turns chasing down the ‘Slayer, which could still jump, but every hit the Av landed on the arm or side torso regions transferred to the CT, one of which earned 3 crits, all to the engine.
Match 7
Turns: 9
Winner: Avalanche (1180/1947 BV)
–Starslayer destroyed by head destruction from LgLas hit
The ‘Slayer was in trouble early; on turn 3, the Av got behind and got through the CTR with its LgLas, scoring a gyro hit that dogged the ‘Slayer for the rest of the match. Things got no better when a couple of turns later, the Av got behind again, taking out the RA and RT in rapid succession, robbing the ‘Slayer of both its main guns; the ‘Slayer managed to take only one of the Av’s LgLas in return. During this sequence, the ‘Slayer was also hit twice in the head with SRMs, leaving little enough armour that a single LgLas hit destroyed the rest on the last turn.
Match 8
Turns: 8
Winner: Starslayer (1613/1991 BV)
–Avalanche destroyed by CT destruction from SRM hit
The ‘Slayer knocked out the Av’s pilot with 2 head hits on turn 2, but somehow failed to take full advantage of that on the subsequent turn, as the damage just kind of sprayed over multiple locations.
The ‘Slayer did, however, manage to inflict enough damage on the Av’s RL on turns 3 and 4 that the leg was destroyed in a fall. It was a surprisingly slow grind after that, with the ‘Slayer needing another 4 turns to finally put the crippled Av out of its misery, though some of that was due to bad rolls (e.g., missing on 5’s.). The Av, to its credit, fought back tenaciously when it could, illustrating the fundamental durability of the chassis.
Match 9
Turns: 4
Winner: Starslayer (1754/1991 BV)
–Avalanche destroyed by head destruction from LgLas hit
This was almost a pretty even match. I say “almost” because while the number of hits landed was pretty even between the two combatants, the ‘Slayer nailed the most critical location not once, but twice (on turns 2 and 4). The Av…didn’t.
Match 10
Turns: 7
Winner: Starslayer (1325/1991 BV)
–Avalanche destroyed by CT destruction from Starslayer physical attack but ‘Mech was already prone with destroyed gyro
Another match where the number of blows landed was pretty even between the two, but the ‘Slayer just seemed to get a few better ones—a head hit with a SRM here, a couple of hits to the same location on consecutive turns there, a more effective physical attack when blows were traded, and they added up. The bottom finally fell out for the Av on turn 6, when it lost both the RA (thanks to a limb blown off crit) and RT, and fell after taking a gyro hit. The Av managed to take out one of the ‘Slayer’s LgLas on the last turn, but the ‘Slayer had enough weapons left to just fillet what was left of the Av, and finally do it in with a kick to the CT.
As expected (and hoped for), a 50/50 split.
Setting aside in-universe fiction and Quirks, I think this demonstrates that the Av’s base chassis is actually fundamentally sound, although it still loses out with the fixed JJs. With that in mind, it just needs configs that are actually worth a damn. And you can do a lot worse than (almost) copying the Starslayer.
Is this the one you’ve all been waiting for? The Battle of the Bast–uh, I mean Budget Omnis!
There are few Clan Omnis built using a standard engine–the ones that come most quickly to mind are the Kingfisher and Stooping Hawk, because they appeared in TROs (There is also the Woodsman, but that’s a bit more obscure). The Stooping Hawk (Stooper) in particular, basically one of the totem ‘Mechs of the perennially resource-poor Blood Spirits, has one for good reason, as its parent Clan weren’t ones to splurge on expensive and dangerous(?) XL engines. Its endo steel structure and ferro-fibrous armour aside, this makes it one of the more affordable and tougher (for its size) Omnis, but is a bit shorter on pod space than comparables. As I mentioned earlier, the Avalanche is more or less the Inner Sphere answer to it. However, the Stooper takes full advantage of its superior Clan tech to mount some surprisingly scary configs–especially by comparison to the stock Av configs, with their plethora of piddly 5-point weapons. The primary config is an Ultra AC/10 in the RT fed by 3 tons of ammo, with paired ER and pulse medium lasers in each arm. Base BV is 2147.
None of the stock Av configs struck me as a good match. So for this test, I came up with an Av config that mirrored the Stooper’s primary config as closely as possible given the limitations of the chassis and IS tech.
AVL-1O-LBIS
RA: 1 ER ML
RT: LB-10X w/ 2 tons ammo (1 slug, 1 cluster)
LT: 1 ER ML
LA: 1 ER ML
Base BV: 1457
Yes that’s definitely short of what the Stooper Prime offers, but at least the LB-10X is a less temperamental weapon than the UAC/10. The ER MLs were spread out so that the Av wouldn’t be left totally defenseless if it lost both arms.
AVL-1O Avalanche LBIS (custom) vs. Stooping Hawk Prime
Using: MegaMek v0.49.7
–both pilots G3/P4
–both bots set to Skirmisher, with no forced withdrawal and no auto flee
–map: Rolling Hills 1
–Avalanche always starts in NW, Stooping Hawk always starts in SE
Avalanche BV: 1943
Stooping Hawk BV: 2834
Match 1
Turns: 5
Winner: Avalanche (1731/1923 BV)
–Stooping Hawk destroyed by engine destruction from LB-X cluster attack but ‘Mech was already prone with destroyed LL and gyro hit
After seeing so many matches against the Huntsman where the Av failed to land timely hits, it was nice to see it get some here, working over the Stooper’s LL with its LB’s slug ammo, lasers, and a kick in the first 2 turns. But it really hit paydirt on turn 4, where not only did it succeed in shooting out that leg, it got behind the Stooper and TACed it through the CTR, inflicting 2 engine hits and a gyro hit. The Stooper didn’t get up again and the Av kept winning initiative, so was able to stay in the Stooper’s rear for the rest of the match. The Av finally put the Stooper out of its misery with a cluster attack that netted the third engine hit, and the match.
Match 2
Turns: 9
Winner: Stooping Hawk (2343/2834 BV)
–Avalanche destroyed by CT destruction from cER ML hit but ‘Mech was already prone with destroyed RL
Back to bad luck at the start for the Av, missing with everything while the Stooper began landing hits. The Av did get a shining moment when it hit the Stooper’s head with LB slug ammo, leaving only 2 structure points, but that was the best it managed this match. It then began firing cluster ammo every turn it could, looking for more head hits but didn’t get them, spraying little hits everywhere BUT the head. The match was basically decided on turn 7, when the Stooper destroyed both the Av’s RA with laser fire, then used a double-tap from its UAC/10 to destroy the RL AND hit the head with a life support crit. The Av went down, taking out its own LT in the fall, and didn’t fight back for the rest of the match, which lasted 2 more turns until the Stooper finally destroyed the Av’s CT.
Match 3
Turns: 9
Winner: Stooping Hawk (1906/2834 BV)
–Avalanche destroyed by CT destruction from cER ML hit but ‘Mech was already prone with gyro hit and unconscious pilot
At first this match looked like it was going the Av’s way. The Stooper jammed its UAC/10 on turn 2, handing a golden opportunity to the Av, but despite hitting the Stooper’s head, breaching its LA, and destroying one cER ML, the Av still failed to take full advantage. The match suddenly turned on turn 6, when the Stooper TACed the Av’s gyro, despite the Av ripping open its CTR. The Av just couldn’t stay up after that, falling every turn to the end and doing more damage to itself than the Stooper was with its remaining lasers. The Av’s pilot passed out from damage on turn 9, allowing the Stooper to just walk up and take out the CT.
Match 4
Turns: 8
Winner: Stooping Hawk (1573/2834 BV)
–Avalanche destroyed by CT destruction from UAC/10 hit but ‘Mech was already prone with destroyed RL and unconscious pilot.
Another match with a strong start for the Av, but that gradually tilted in favour of the Stooper. Up until turn 6, it was largely in favour of the Av—including a head-cracking kick to the Stooper on turn 3–but then the damage it had taken in previous turns suddenly began to take a toll. A double-tap from the UAC/10 took out the already-damaged LT and crippled the RL, which the Stooper then removed next turn with another Ultra hit. The Av again switched to using only cluster ammo trying for another head hit (managing to take out 1 JJ), but that came to naught after the Stooper critted the Av’s LB-10X AND blew its ammo on the penultimate turn. The Stooper then needed only a single tap from the UAC/10 to the Av’s CT to wrap things up.
Match 5
Turns: 9
Winner: Stooping Hawk (1580/2834 BV)
–Avalanche destroyed by CT destruction from cMPL hit
Another match where the Stooper jammed its UAC/10 on turn 2 and still won. A lot of misses by the Av with its LB-10X, while the Stooper was able to hit consistently with its medium-grade lasers. The Stooper also had to rely on physicals a lot without its biggest gun, and those kicks always seemed to hit the Av’s LL. The Av also did itself no favours when it fell after failing a PSR and took out one of its own ER MLs.
The match decisively flipped in the Stooper’s favour when one of those kicks finally took out the Av’s LL
and the Av twice damaged its CT structure in falls after that. The Stooper almost mockingly fired 1 MPL to do in the Av’s CT and end it.
Match 6
Turns: 8
Winner: Stooping Hawk (2443/2834 BV)
–Avalanche destroyed by head destruction from UAC/10 hit
The Av was never really in this fight, never catching a break while all the breaks went against it—like losing its LB-10X to a physical attack on turn 4. The Av did what it could with its 3 ER MLs but these just weren’t enough, despite managing to get through both of the Stooper’s rear side torsos. It’s starting to get repetitive here, seeing the Stooper take out one of the Av’s legs (usually with a kick) and then put it away the next turn…
Match 7
Turns: 6
Winner: Stooping Hawk (2466/2834 BV)
–Avalanche destroyed by CT destruction from cER ML hit
Nothing seemed to go right for the Av in this fight. It did damage but just kind of spread it all over the Stooper even when it hit with alphas (which it managed twice). The Stooper hit less often but managed to concentrate damage on alternating sides (first left, then right), and its superior Clan tech began to wear—consistently getting those extra couple of points of damage out of each of its medium-grade lasers adds up–finally culminating in destroying both the LA (through damage) and the RT (hit to LB-X ammo) on turn 4. The Av pluckily fought on with its one remaining weapon—an ER ML—but the Stooper just laughed its way to the end, completely eliminating the CT with weapons fire in 1 phase.
Match 8
Turns: 8
Winner: Stooping Hawk (1253/2834 BV)
–Avalanche destroyed by CT destruction from UAC/10 double-hit
The Av was this-><- close to a win. The Stooper was down with a destroyed leg and 2 engine hits. Aside from the Av still having both legs (for a change), the major difference between the two was that the Stooper still had its big gun intact, and the Av…didn’t.
Match 9
Turns: 12
Winner: Avalanche (422/1923 BV)
–Stooping Hawk destroyed by CT destruction from ER ML hit but ‘Mech was already prone with both legs destroyed
An epic win for the Av where it was on the ropes early, losing its LB-10X on turn 4 to a TAC, but it fought on with just its trio of lasers, destroying the Stooper’s RL in exchange. The Stooper was still dangerous though, and ultimately reduced the Av to just a single weapon, an ER ML in its LT. The Av, undaunted, fought on using its dwindling arsenal, advantageous positioning (many attacks came from the rear), and unrestrained physicals to wear the Stooper down, ultimately taking out its RT (bye-bye UAC/10), other leg, and even knocking the pilot out for a couple of turns. The Stooper’s pilot came to just in time to see the Av take out the last of its CT structure with that one remaining weapon.
Match 10
Turns: 4
Winner: Stooping Hawk (2655/2834 BV)
–Avalanche destroyed by head destruction from 2 cMPL hits on consecutive turns.
An overly bold approach by the Av ended in disaster as the Stooper got behind it and hit its head with a MPL on turn 2, then did it again on turn 3 even though the Av got behind the Stooper this time and breached its CTR and LTR. Luck was just not with the Av.
8/10 for the Stooping Hawk Prime.
I felt there was definitely a pattern here. It seemed that frequently the Av would get off to a good start, only for the match to turn in the Stooper’s favour about halfway through. Some of that boiled down to luck–the Stooper hitting in better locations, hitting while the Av missed even on good TNs–but I think it was the cumulative effect of the superior Clan weapons. Just with medium-grade lasers alone, the Stooper could dish out up to 28 points to the Av’s 15, and the Av would have to hit with absolutely everything–including its LB-10X firing slug–to force a PSR, whereas the Stooper could do it with just its lasers, or a single tap from the UAC/10 and 2 lasers. Particularly telling was the fact that the Av lost both matches where the Stooper jammed its UAC and had to rely on its lasers. Those extra 2 points per hit might matter less to a well-armoured assault ‘Mech, but on a 50-tonner, they start to add up in short order.
I can’t help but think that, had I equipped the Av with Clan weapons, the outcome might have been rather different.