Friday, September 2, 2011

"Red" Reviews: Timberwolf (Mad Cat)



Name: Timberwolf (Mad Cat)

Mech Class: Heavy

Weight: 75 Tons

Tech Base: Clan Omni

Primary Manufacturer:
Clan Wolf

Olympiad Mechwarrior:
Harry "Flashy" Flashman

Description:
Looking vaguely like a cross between the Marauder and Catapult (hence the Inner Sphere code name Mad Cat - MAD is the call sign for the Marauder, and Phelan Kell's Wolfhound's targeting computer marked the Catapult as CAT; Precentor Martial Anastasius Focht officially designated it "Mad Cat"), the Timber Wolf, is a fast heavy OmniMech and vastly more powerful than either of the 'Mechs it resembles. Eponymous with the Clans' military might, the Timber Wolf was the first Clan OmniMech encountered by Inner Sphere forces on The Rock in 3049 by Phelan Kell.

The Timber Wolf uses its speed and firepower to engage an enemy at the range of its choosing. When first encountered by Inner Sphere forces the idea that a heavy 'Mech could move so swiftly while being as heavily armed and armored as the Timber Wolf was inconceivable. With its twelve tons of Ferro-Fibrous armor and arsenal that rivaled that of most assault 'Mechs of the era, it was completely alien to Inner Sphere military planners, commanders, and even the Precentor Martial of ComStar. Since then, the secrets of the technology that makes the Timber Wolf possible have been learned by the Inner Sphere, though they are unable to duplicate the technology in any real quantity. Even with this information, with its reconfigurable weapons payload and advanced Clan weapons systems, the Timber Wolf is a formidable opponent on any battlefield.

The Timber Wolf was first introduced in 2945. The Timber Wolf, along with the Gargoyle and the Naga, were designed by Clan Wolf as second generation OmniMechs replacements for the aging Woodsman. While the Gargoyle may have been a very capable, fast assault OmniMech, and the Naga may have been an excellent fire-support OmniMech, Clan Wolf (and indeed every other Clan) instantly realized the value of the Timber Wolf; thus, production rights to the Timber Wolf were jealously (and successfully) defended. Only through trade, gifts and battlefield salvage has the Timber Wolf entered the armies of other Clans. Until the invasion of the Inner Sphere, production of the Timber Wolf has been limited to a single facility on Strana Mechty.
Armament: 

The default configuration of the Timber Wolf features a well blended mix of energy and missile weaponry; primarily extended-range lasers and long range missile racks that give the Timber Wolf considerable firepower at medium and long range. A pair of LRM-20 racks supplemented by two Extended Range Large Lasers make up the bulk of the Timber Wolf's firepower. The Timber Wolf also has an array of lighter, shorter ranged weaponry for use once the 'Mech draws closer to its prey; two ER Medium Lasers and a Medium Pulse Laser. Finally, it has two Machine Guns for point defense against infantry. Even on the modern battlefield the primary configuration of the Timber Wolf is a force to be reckoned with.
Variants:
 * Alt. Config. A - Configured specifically for long range, direct fire combat, the A configuration of the Timber Wolf is armed with a pair of ER PPCs. These give the Timber Wolf A the capability of stripping nearly two tons of armor off of an enemy 'Mech at extreme ranges. For close combat, the A configuration has three Medium Pulse Lasers, an ER Small Laser, and a Streak SRM-6 to find any weak points in an enemy's armor.

* Alt. Config. B - Armed to engage an enemy at either short or long ranges, the B configuration is an attempt to use the Timber Wolf in a workhorse role. For long range combat, a Gauss Rifle and an LRM-10 launcher gives the Timber Wolf B a powerful long range punch. For short to medium range engagements, a Large Pulse Laser is carried. Finally, for short ranges, a Small Pulse Laser and SRM-4 launcher are carried. Additionally, both of the missile launchers are linked to an Artemis IV Fire Control System to allow for greater missile accuracy.

* Alt. Config. C - A long range configuration of the Timber Wolf, the C configuration carries an assortment of long range weapons. For direct fire capabilities, the Timber Wolf C mounts two ER Large Lasers and an Ultra Autocannon/5. For indirect fire support capability, its two LRM-15 launchers provide an ample quantity of firepower. Finally, for close range protection, the C carries an ER Medium Laser and an Anti-Missile System.

* Alt. Config. D - This configuration mounts a pair of ER PPCs as its primary weapons. These are supported by four Streak SRM-6 launchers with two in the left torso and two in the right torso. One Streak SRM-6 on both torsos is rear mounted. A single ER Small Laser rounds out the Timber Wolf D's arsenal.

* Alt. Config. E - Configured to use the added flexibility of the new Advanced Tactical Missile system, the E configuration mounts two ER Large Lasers as its primary direct fire weapons. The E Configuration also carries two ATM 9 launchers which can fire ammunition that is tailored to the ranges which it is engaging the enemy at. Finally, the E configuration carries a Light TAG designator for calling in Arrow IV artillery fire.

* Alt. Config. H - A configuration that is capable of engaging an enemy with devastating effect at any range, the H configuration carries a pair of LRM-20 launchers linked to an Artemis IV Fire Control System for long range firepower. For close combat, two Heavy Large Lasers are carried, each of which can strip a full ton of armor from an enemy 'Mech at short ranges. Finally, seemingly added almost as an afterthought, an ER Small Laser completes the H's weaponry loadout.

* Alt. Config. S - A highly maneuverable urban combat configuration of the Timber Wolf, the S mounts five jump jets, allowing it to jump up to one hundred and fifty meters. To offset the inaccuracy from using jump jets, the S configuration is armed with a Large Pulse Laser backed up by two Medium Pulse Lasers. The S configuration also carries four SRM-6 launchers and two Machine Guns, making it a deadly close combat fighter.




Saffron's Analysis:  
When you think Clan Battlemech, chances are the Mad Cat is the first one you think of.  While the Lights and Mediums are nice, and the Assaults are downright terrifying.  The reason the Clanners were so successful with their invasion are the strength of their Heavies.  And of all the heavies, the Mad Cat stands at the top.  Speed of a Medium with the Firepower and Armor of an Assault mech. 

This mech is near perfection on the battlefield.  In the arena it can take down any opposing mech.

Rating: 9.5 of 10






Tech Readout:
http://www.solaris7.com/TRO/HTMLBattleMech/BattlemechInfo.asp?ID=595

"Red" Reviews: Grasshopper GHR-5N

Name: Grasshopper GHR-5N

Mech Class: Heavy

Weight: 70 Tons

Tech Base: Inner Sphere

Primary Manufacturer:
Inner Sphere (All Houses)

Olympiad Mechwarrior:
John "Crash'n'Burn" Palmer

Description:
The Grasshopper entered service in 2780 as a light and medium 'Mech hunter, after the Amaris Civil War was over. In order to accomplish its mission profile, the 'Mech's ground speed of 64.8 km/h is augmented with a jumping capability of one hundred and twenty meters, allowing the Grasshopper greater mobility than that of other 'Mechs of similar weight. The Grasshoppers varied weapons payload allows it to work in a variety of roles other than that of a light 'Mech hunter, and with its low dependence on ammunition it is capable of operating away from established supply lines for extended periods of time. 

Armament: 

GHR-5N - the 5N is a very basic upgrade of the Grasshopper. The LRM-5 and the Large Laser have both been removed from the design. In their place, a PPC has been added, as well as an additional Medium Laser.
For close range combat, the Grasshopper 5N now carries five Diplan M3 Medium Lasers, giving it a great deal of close range firepower.




Saffron's Analysis:  
Solid mech up close.  Maneuverable enough for the Arenas.  Two hand actuators for close combat abilities.   

Weakness is range and speed if it has to cover a lot of ground.   
Good enough to win any match she may be in.


Rating: 8 of 10









Tech Readout:
http://www.mordel.net/tro.php?a=vt&cat=Upgrades&id=1196

Mech Selection for Battle #5

Time to declare which mech chassis you will be taking into Battle #5.  These are the 3 battles, with 4 or 5 players each.  If we only have 11 players we will drop to 2 battles with 5-6 players in each one.  (If we only have 2 battles we will drop Hartford Gardens and use the Factory and Ishiyama as the sites for the battles.)

Order is from Highest fame to lowest.  After giving this some thought, logically your mechwarrior will find out what map they are on 24 Hours before the match.  You will be able to take any chassis you own to what ever arena you happen to get dealt.  Omni mechs can swap out their weapons to another standard Omni configuration after they find out what map they have...if they have the cash on hand.  No taking loans or selling items to do the swap.  (Which is why Jeff took the loan to have the H Config ready if he needed it.)

So the three arenas are 1) Hartford Gardens, 2) Factory, 3) Ishiyama (tunnels)...Please declare which Chassis you will be taking in each of the arenas.

Example: I might say on my turn to select my chassis.  I will take the Pillager in hartford gardens, and the Vindicator in the other two arenas.

Omni chassis do NOT have to declare which version they are taking, just which chassis.  Did this to give a little more advantage to having an Omni-Mech.  They can email me their loadouts after everyone has selected their chassis, keeping them secret until all the omni choices have been emailed to me.  Then I will reveal them to everyone in a batch.  Yes, you must declare your Omni loadout before you find out who your opponents in the matches are.

If you only have one mech at this time, your pick has been made for you.

1) Flashman - Goshawk (Ishiyama, Factory);  Mad Cat (Hartford Gardens)                               







2) Bad Wolf  - Nova (All arenas)












3) Peacekeeper - Vindicator VND-5L (All Arenas)










4) Mayday  -  (Charger - Tunnels, Hatchetman - Hartford & Factory)






5) Crash'n'Burn - Grasshopper GHR-5N (All arenas)













6) Ace - Hunchback HBK-4P  (All Arenas)













7) Firebush -  Awesome AWS-9Q (All Arenas)













8) Prez - Kintaro KTO-19 (All Arenas)













9) BlackJack - Hunchback HBK-5N (All Arenas)













10) Katana -Daimyo DMO-4K (All Arenas)













11) Irish  - (Marauder MAD-5L in Tunnels, Black Knight in Hartford or Factory)











12 ) Apollo - Hunchback HBK-4H (All Arenas)















13) Truckasaurus - Awesome AWS-9Q (All Arenas)

Mech modification: Charger CGR-1D10T "Mayday"

Our first mech modification...by Sam "Mayday" Malone.  Remember that the repair costs of the mech are based off the Base model, not adding in the upgraded prices.  Based off the Charger CGR-1A1

Charger CGR-1D10T
Rules Level: Tournament Legal
Technology Base: Inner Sphere
Chassis Config: Biped
Production Year: 3066 (SolarisVII Modification)
Extinct By: Never

Chassis: Unknown Endo-Steel
Power Plant: Unknown 400 Fusion XL Engine
Cruising Speed: 54.0 km/h
Maximum Speed: 86.4 km/h
Jump Jets: None
     Jump Capacity: 0 meters
Armor: Unknown Ferro-Fibrous
Armament:
     2 ER Large Lasers
     3 Medium Pulse Lasers
     1 Hatchet
     1 ER Small Laser
Manufacturer: Unknown
     Primary Factory: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown



Technology Base: Inner Sphere 80.00 tons
Chassis Config: Biped Cost: 20,726,970 C-Bills
BV2: 1,772 Tech Rating/Era Availability: E/X-X-E

Equipment Mass
Internal Structure: Endo-Steel 4.00
Internal Locations: 1 CT, 7 LA, 2 RA, 2 LL, 2 RL
Engine: 400 XL Fusion Engine 26.50
Walking MP: 5
Running MP: 8
Jumping MP: 0
Heat Sinks: 16 (32) - Double (16 in engine) 6.00
Gyro: Standard 4.00
Cockpit: Standard 3.00
Actuators: L: SH+UA+LA    R: SH+UA+LA+H
Armor: 247 points - Ferro-Fibrous 14.00
Armor Locations: 1 CT, 6 LT, 7 RT

Internal Armor
Structure Factor
Head: 3 9
Center Torso: 25 38
Center Torso (rear): 12
R/L Torso: 17 26
R/L Torso (rear): 8
R/L Arm: 13 26
R/L Leg: 17 34


Weapons and AmmoLocationHeatCriticalsTonnage
Hatchet RA 0 6 6.00
ER Large Laser LA 12 2 5.00
2 Medium Pulse Lasers RT 8 2 4.00
ER Large Laser LT 12 2 5.00
ER Small Laser LT 2 1 0.50
Medium Pulse Laser HD 4 1 2.00

Wednesday, August 31, 2011

"Red" Reviews: Nova (Blackhawk)

Name: Nova (Blackhawk)

Mech Class: Medium

Weight: 50 Tons

Tech Base: Inner Sphere

Primary Manufacturer:
Clan

Olympiad Mechwarrior:
Kristopher "Bad Wolf" Raddick

Description:
The Nova is a versatile medium OmniMech that is capable of acting as a workhorse design in most forces. In fact, the design is so well balanced that it inspired the creation of the Black Hawk-KU, an Inner Sphere design based on the Nova and named using the Inner Sphere code name for this 'Mech: Black Hawk.

However, the number of Novas has been diminishing, because the design has not been in production since 2921. Designed as an early OmniMech by Clan Hell's Horses, the Nova was produced at the famous Tokasha Mechworks beginning in 2870. At the time of its introduction, the Nova was designed for infantry support, and was the first OmniMech designed with hardpoints allowing elementals to easily mount and dismount the chassis. However, after Tokasha was taken by Clan Ghost Bear during the Battle of Tokasha, production of the Nova ceased. Since 2921, every Clan has acquired Nova OmniMechs as isorla.
Armament: 
Equipped with a 250 XL Model SF-2 Fusion Engine, the Nova has a ground speed of 86.4 km/h that allows it to keep up with most heavy and assault 'Mechs while being outpaced by most lighter 'Mechs. However, the Nova remains very maneuverable through the use of five jump jets, allowing the Nova to jump up to 150 meters. The fourteen double heat sinks that the Nova mounts are barely sufficient to handle its heavy heat load of its variants. The Nova is also protected by ten tons of armor, providing the 'Mech with ninety-six percent of its maximum armor protection.

In its primary configuration the Nova is a devastating close combat 'Mech and battle armor killer that is capable of delivering a powerful barrage with its twelve ER Medium Lasers. To help it use these as effectively as possible, the Nova has added four more double heat sinks bringing the total up to eighteen. Even with the added double heat sinks, the Nova prime is capable of producing almost twice as much heat as it can dissipate.

Variants:
* Alt. Config. A - A long range sniper configuration, the Nova A has a pair of powerful Clan ER PPCs for long range combat. For protection at close range, the Nova A has a single Medium Pulse Laser and also mounts two Anti-Missile Systems for protection from missile fire.

* Alt. Config. B - Also designed around long range combat, the B configuration carries an Ultra Autocannon/5 which can fire twice as fast as a standard autocannon and a highly accurate Large Pulse Laser as its primary weapons. These are backed up for close combat by an ER Small Laser and, for soft targets, it has two Machine Guns.

* Alt. Config. C - The C configuration of the Nova has a powerful Gauss Rifle as its primary weapon, allowing it to keep enemies at arms reach. For protection at close ranges, the Nova C has a highly accurate Small Pulse Laser.

* Alt. Config. D - Intended as a fire suport 'Mech, the D configuration has an LRM-20 launcher for long range direct and indirect fire support and an LB-X Autocannon/5 that allows it to work as a vehicle hunter and in an anti-aircraft role.

* Alt. Config. E - The Nova E carries an ATM-12 launcher that can fire missiles for short, medium, and long ranges as its primary weapon. For added close range capability, the 'Mech has three ER Medium Lasers.

* Alt. Config. H - A highly feared configuration of the Nova, the H configuration carries ten Heavy Medium Lasers, allowing the Nova H to eviscerate most 'Mechs that get into its range.

* Alt. Config. S - The S configuration is made for urban combat. The 'Mech has six highly accurate Medium Pulse Lasers. For use against soft targets, the Nova S has four Machine Guns. For added protection from missile attacks, the 'Mech has an Anti-Missile System. It also has an Active Probe to detect any hidden enemy units.



Saffron's Analysis:  
Quite a bit depends upon which variant you are facing with the Nova.  With the Prime, keep it at long range if you can and plink away.  The other plan is to wait for the Alpha strike.  Pray for the target of the alpha strike.  Then take care of the overheating / shutdown Nova.  Keep moving if you know your opponent has the H version, do not let that one get a target lock on you.

Weakness is the location of the weapons...All in the arms.  Take them out and you will have defeated this mech.  Issue is just one arm has enough firepower to keep the Nova in the fight.  So you have to take them both out.

Rating: 8 of 10




Tech Readout:
http://www.mechground.com/index.php?option=com_content&task=view&id=654&Itemid=907

Tuesday, August 30, 2011

Arena Previews...Battles 5A, 5B, 5C and 6

First three Battles, 5A, 5B and 5C all running at the same time...



Then onto the Grand Melee, all 13 players in the Coliseum.