Friday, August 12, 2011

"Red" Reviews: Hatchetman HCT-6D

Name: Hatchetman HCT-6D

Mech Class: Medium

Weight: 45 Tons

Tech Base: Inner Sphere

Primary Manufacturer:
Federated Suns (House Davion)

Olympiad Mechwarrior:
Sam "Mayday" Malone (Mitch)

Description:
Introduced in 3023 during the Succession Wars, the Hatchetman was a very unique 'Mech because, as its name suggests, it carries a 'Mech sized Hatchet. As well as being the first design to carry one, the Hatchetman itself was the first totally new BattleMech produced in the Inner Sphere in over a century, and was also the first production 'Mech to use a Full-Head Ejection System. Despite being first manufactured in the Lyran Commonwealth, the Hatchetman was actually designed by Dr. Banzai of the Federated Suns' New Avalon Institute of Science. Popular in both realms, following its selection as one of the standard 'Mechs of the Federated Commonwealth and with Defiance Industries unable to keep up with the increased demand for it during the Clan Invasion, the company licensed its production to Johnston Industries to supply units in Davion space.

The Hatchetman's heavier than usual weapons payload and Hatchet, combined with its jumping capability of up to one hundred and twenty meters, makes the design a monster within the confines of a city. While nearly unmatched in this niche, the Hatchetman fares less well on open terrain.

Armament: 
The 6D Hatchetman is a variant with a decidedly Davion flair. The 'Mech is powered by an extralight engine that propels the 'Mech up to speeds of up to 86.4 km/h and can jump up to one hundred and fifty meters. The 'Mech is armed with a Mydron Tornado Rotary Autocannon/5 as its primary weapon. This is backed up by a trio of Diverse Optics ER Medium Lasers and, for protection against electronic warfare systems, it has a Guardian ECM Suite.


Saffron's Analysis:  
Not a terrible design, it has a couple of features I really like.  The Rotary Autocannon is a new favorite of mine.  Having a Hatchet is always a boon in the confines of Solaris.

However there are two things that keep this mech from getting a higher rating.  First the XL engine, necessary evil, but make the mech more vulnerable to torso hits.  Second is the small ammo bin for the rotary.  In a Duel the 40 rounds would be enough, but in the Olympiad, that bin might be empty if the Hatchetman is one of the last remaining mechs.


Rating: 7 of 10





Tech Readout:
http://www.mordel.net/tro.php?a=vt&cat=Upgrades&id=1142

"Red" Reviews: Black Knight BL-12-KNT

Name: Black Knight BL-12-KNT

Mech Class: Heavy

Weight: 75 Tons

Tech Base: Inner Sphere

Primary Manufacturer:
Federated Suns (House Davion)

Olympiad Mechwarrior:
Fritz "Fritzkreig" Gruber (Scott)
Jak "Irish" Black (Jay)

Description:
The Black Knight was introduced in 2578 as a front-line command BattleMech for the Star League Defense Force. Its advanced communications gear allowed the Black Knight to effortlessly coordinate an entire company during combat, and could easily link into the command frequencies of its parent regiment and orbital support satellites. The loss of Kong's orbital factory in 2802 forced the company to produce less advanced line of Black Knight 'Mechs, though the recovery of lostech has allowed for more advanced variants to be produced.

The Black Knight is a BattleMech that appears to be a jack-of-all-trades. The all energy weapon configuration allows it to operate for long periods without re-supply. The good armor protection allows the 'Mech to stand up to a great deal of punishment.

Armament: 
The BL12 is probably the most technologically advanced version of the Black Knight to date. The 'Mech is also based on the BL6 model but takes the design in a different direction than the BL9. The first thing that was done to the design was the upgrade of all of the Medium Lasers and the PPC to extended range versions. Next, the 'Mech has had its heat sinks upgraded to double heat sinks. Because of this, the number of heat sinks has been reduced to sixteen from twenty. Finally, all of the weapons were mated to a Targeting Computer.


Saffron's Analysis:  
Taking the use of the Targeting computer to the extreme, House Davion has made the most of their technological advancement.  It has the Heat dissipation to fire and ERPPC and 2 Large Lasers on the move.

Thirteen tons of armor, No Ammo and a Standard engine means this mech is one tough nut to crack.  No real easy way to bring this one down.  It is only average speed and lacks jump jets so use your maneuverability to your advantage.

Rating: 8 of 10





Tech Readout:
http://www.mordel.net/tro.php?a=vt&cat=Upgrades&id=1205

Thursday, August 11, 2011

"Red" Reviews: Ostroc OST-2D (refit)



Name: Ostroc OST-2D (refit)


Mech Class: Heavy

Weight: 60 Tons

Tech Base: Inner Sphere

Primary Manufacturer:
Most Inner Sphere powers

Olympiad Mechwarrior:
Paul "Ace" Frehley (Dereck)

Description:
The Ostroc is a heavy 'Mech, weighing in at the lower end of its weight class. The Ostroc was originally designed to act as an urban combat 'Mech. The Ostroc's speed and firepower allow the 'Mech to serve as both an urban combat 'Mech and as a front line combat 'Mech. It also has the capability to keep up with most lighter 'Mechs with its top speed of 86.4 km/h. The Ostroc is well protected by its nine tons of armor.

Armament: 
The OSR-2D initially was introduced with Single heat sinks, which gave the mech one of the worst heat dissipation rates of all Battlemechs. A Refit kit was introduced in 3055 that added the double heat sinks as the designers originally had planned.  Upgraded with Star League technology, the 2D variant of the Ostroc extends the 'Mechs maximum range by replacing the Large Lasers with two ER Large Lasers. The 2D retains the Medium Lasers and SRM-4 of the 2C model.



Saffron's Analysis:  
The Refit of the OST-2D is a very capable machine.  With all the weapons torso mounted, this mech can lose both arms with no loss of firepower.  The weaponless arms with Hands also means this mech will not lose any firepower having to choose between shooting or making a punching or pushing type attack.

Rear and Arm armor is light for a mech this size.  With no arm or rear mounted weapons, it can not bring any weapon to target a mech standing behind it.  


Rating: 7 of 10





Tech Readout:
http://www.mechground.com/index.php?option=com_content&task=view&id=428&Itemid=687

"Red" Reviews: Vapor Eagle (Goshawk)

Name: Vapor Eagle (Goshawk)


Mech Class: Medium

Weight: 55 Tons

Tech Base: Clan

Primary Manufacturer:
Clan Steel Viper
(Available to all Clans)


Olympiad Mechwarrior:
Harry "Flashy" Flashman (Fab)

Description:
The Vapor Eagle first appeared around 3055 in the use of Clan Steel Viper as a "second-line" BattleMech. It was dubbed Goshawk by the Inner Sphere for its unusual bird-like design. However, this seems to serve a purpose. While most 'Mechs rely on sheer jump jet power to get airborne and are often not very aerodynamic, the Vapor Eagle's swooping-pauldron design apparently helps alleviate the lack of precision and stability most jump jet-equipped 'Mechs have. It is equipped with nine tons of Ferro-Fibrous armor.

Armament: 
The Clan Vapor Eagle BattleMech focuses a good deal on speed and maneuverability, and its weapons configuration accentuates close-range firepower. The Streak SRM-2s require a lock on to strike a target making it impossible to waste ammunition on a missed shot and its cluster of Machine Guns and Medium Pulse Lasers perform fairly well at close range. However, its Targeting Computer and Large Pulse Laser make many Inner Sphere tactical analysts wonder about its true purpose. True, most medium or heavier 'Mechs have at least one long-range weapon to help round out their capabilities, but the combination of a targeting-system and short-range weaponry is unusual. It wasn't until Clan culture became more understood that Inner Sphere observers figured out the Goshawk was designed as a duelist for the one-on-one fights that are prevalent in Clan society. Nonetheless, the Vapor Eagle has rather decent firepower, as long as it can get its weapons in range.



Saffron's Analysis:   If ever there was a mech designed for Solaris VII, this might be it.  Clan Pulse lasers and a targeting computer are a deadly match, especially when on such a fast and agile machine. The Goshawk does have to get close to unleash all it's firepower, but it is maneuverable enough to do so.

The Ammo racks might be this mechs only weakness.

Rating: 9 of 10









Tech Readout:
http://www.mordel.net/tro.php?a=vt&cat=3055&id=612

"Red" Reviews: Vindicator VND-5L


Name: Vindicator VND-5L


Mech Class:Medium

Weight: 45 Tons

Tech Base: Inner Sphere

Primary Manufacturer: Capellan Confederation (House Liao)

Olympiad Mechwarrior:
Byron "Peacekeeper" Crais (Rob)

Description:
The Vindicator is one of the most well known 'Mechs from the Capellan Confederation. It was designed to maximize the effectiveness of the Confederation's production capabilities after the First Succession War. The 'Mech was designed to be a jack-of-all-trades. Because of this, the Vindicator does not excel in any one role but can perform a variety of combat roles with varying degrees of success. The 'Mech has a top speed of only 64.8 km/h, which allows it to keep with most heavy 'Mechs and some slower medium 'Mechs. The jump jets give it a jumping capability of up to 120 meters which, while not up to par with the greater distances of 'Mechs like the Phoenix Hawk, allows the Vindicator the ability to outmaneuver most heavier 'Mechs, as well as making it easier to go through rough terrain.

Armament: 
The 5L variant is a recent upgrade to the venerable Vindicator. The 'Mech uses a standard engine, armor, and structure. The changes and advancements come in the weapons, a change to Double Heat sinks freeing up 6 tons and adding Triple Strength Myomer. The 'Mech's new weapons include an ER PPC, two ER Medium Lasers, two Medium Pulse Lasers, a single Small Pulse Laser, and a Small Laser. This varied mix of energy weapons allows the MechWarrior piloting the 'Mech to balance their heat load to keep the Triple Strength Myomer working at its optimum efficiency. In so doing, the Vindicator can deal a fair amount of damage with its Sword.





Saffron's Analysis:   The Vindy 5L is slow for it's size, until it gets the TSM going, then it is just average.  Armor is solid, as is the Short range firepower and Close combat abilities.  Don't let the Sword fool you, this mech can kick with about the same force as and AC20 Shot.    

Keep this Vindy variant at range if possible, it gets much more lethal up close.

Rating: 8.5 of 10








Tech Readout:
http://www.mordel.net/tro.php?a=vt&cat=Upgrades&id=1146 

Saffron "Red" Reynolds Battlemech Reviews.

Welcome Solaris Fans!  I would like to introduce a new segment of the Solaris Olympiad Series.  Before each battle we will take a look at the strengths and weaknesses of some of the mechs that have been selected  by our Olympiad Mechwarriors.
 
  We are being graced by one of the finest Mech Techs known on Solaris VII, Miss Saffron "Red" Reynolds.  Raised on Solaris Miss Reynolds is a 4th generation Mech Tech and has probably forgotten more than many of the mech technicians have learned.  She interned with the Zellbrigen Stable so she knows the in's and out's of Clan tech too.

  While she may not get to all the mechs in each contest, she will get to the ones that should play a major part of the outcome.

    Stay tuned, our first Mech review is coming right up.