The Centurion is one of my absolute favourite chasses, but I have never used the 3025 variants. Partially because I strongly prefer playing in the 3060's, but also because the Centurion really gets better with more tech. Being used by the FedSuns as a testbed for practically everything they make creates some really good variants.
While being a Clanner at heart & just getting into tabletop play (primarily Classic) I want really impressed with the Centurion until I watched some vids on it's history & then woukd see it pop up in the novels especially the Yen Lo Wang which also has me warming up to melee or putting hands on fools. I need to run the 3025 base & then play around with some newer variants & see what I think.
My favorite things about the Centurion is that it's so easy to upgrade on the cheap. The CN9-AL is my preferred chariot, and with just Double Heat Sinks and Ferro-Fibrous Armor, you can do just about anything you want. Extra medium laser? Yes. CASE and Artemis IV? Absolutely. Adding those jump jets? Kerensky forgive our hubris, we can do it. Personally, I turn it into a heavier Vindicator by putting an ER PPC and ER Small Laser in the right arm, a second Medium Laser in the head, 4 jump jets in the legs, and the LRM19 w/ Artemis IV and CASE in the left torso.
It's a great all-rounder at 50 tons. Of course there are a lot of modifications you can do to it to make it even better, but that's the beauty of the centurion.
I wondered when you would start doing an analysis of mid-range mechs. How about a take on the Phoenix Hawk? I really appreciate the research that you guys do on these videos! Keep it up!
I prefer the AL variant because of less ammo waiting to explode and it's marginally harder hitting at point blank range. Yes it's a heat monger, but that's a minor complaint and ultimately aides it's survivability.
The Centurion is a trooper, it's meant to get into a fight and blast away. It's too slow to flank, it can do some moderate fire support, but it's tough enough to duke it out with most mediums and own almost all lights that stray too close. If you need a straight fighter and are on a budget, get a Centurion.
Yah its one of my favorites. Later designs get a serious speed bump, but even at 4/6 it can move pretty well - especially since it has such a low heat load. AC/10s are a solid weapon all around...
@@DeathfromAboveWargaming Personally I prefer the Vindicator, which is one of my favorite designs. Just a bit more mobile thanks to jump jets, solid punch PPC and surprisingly good heat management and just enough armour to get you through a regular fight.
On a mech like the centurian, where you will almost always make small changes like flipping the ML around, I think it'd be great to include a quick look at how the chart changes if you make some of these changes. How do the graphs change if you flip the ML and drop a ton of LRM ammo; how does it look if that ton becomes a heat sink and pads a crit slot vs an extra ton of armor? You mention the refits as a part of the reason you use the mech frequently, so I think it's worth seeing that the same way you show the output and survivability when the mech is stock.
Thanks for the input! Some of the earlier mech reports used to look at these things, but in the interest of time and focus I cut those out... ... but I can work some refits back into the program or a separate video! Love the ideas you guys all bring to the table!
We let our players do some custom mods, within reason. A favorite change was to front face the rear medium laser, drop a ton of LRM ammo and AC ammo, but make the lrm 10 into a 15. It can barrage for 8 rounds and by then it has usually been closed in on. At medium range the med lasers and AC10 can keep messing people up. It does have longevity issues but for one brawl it is pretty nasty.
Love that! Also we have some DFA rules on refits & modifications - everything you listed fits perfectly into those. Definitely an improvement! I typically do something similar, but leave the LRM-10 in place and use the tonnage for armor. 👍
Always a must take mech for my merc unit. I have 2 in my reinforced company. It's the best of the "soldier" mechs I feel. (Soldier nechs are Centurion, Enforcer, Vindicator, Shadow Hawk type designs) I also love the "no frills" design philosophy in the fluff. I also have one my Dark Age unit, armed with the RAC/5. Great machine. I always move the rear laser to the front. It was designed to be paired with the Trebuchet but I've never run them together. A 3 Cent, 1 Treb, lance might be fun??
And I am glad HBS auto flipped everything to the front in their game. Flipped to the front does not change the BV does it? May just house rule all systems face forward.
A lot of people think the centurion is a brawler. But honestly you have to remember that it was designed to work in tandem with LRM carriers making it a much better fire support mech to ward off lights trying to make a stab at LRMs like a longbow. I guess so long as it’s light mechs you could brawl with it…?
@@DeathfromAboveWargaming a lot of the builds I see in MWO tend towards it being used as a light hunter or an assault guard. Course these builds often involve it using XLs which make it an even bigger fireworks display when it cooks off.
Nice review guys. Loved this mech since I first saw it in the 90s cartoon. Haven't played a game with it yet but I have two painted and ready to rumble. I like the idea of pairing them with Wolfhounds to cover each other in a lighter Lance. But the idea of Wolverines and Thunderbolts being supported by Centurion's has me intrigued. Something to try when I get to play next! Keep up the awesome work guys! PS I'd also love to see more unseen / reseen mechs being looked into 😁👍
Love these videos. Although I will say I think your simulation overestimates the danger of ammo since a human pilot can choose to jettison it, or take less than the maximum capacity. Or position the mech to keep a damaged/vulnerable component facing away from some oncoming fire. That doesn’t eliminate the danger of ammo, obviously, but I think a Centurion is less of a deathtrap in an actual human-controlled game than this simulation would suggest it is.
Maaaaybe 😁 Keep in mind these numbers are benchmarks to compare mech to mech... not necessarily simulate in-game results. To your point, you can jettison, take cover, keep a target at range, so on... And honestly, I think you’re right on point with the insights you get from the data - jettison when you can, protect the ammo bins, etc. 👍
I remember in the 2800s that the company that built the Centurion worked hard to keep the Mech as the premier front-line 'mech for House Davion (in competition with the Enforcer). Makes me wonder how the Enforcer would measure up against the Centurion.
In a one-on-one scenario I would bet on the Enforcer. It has better mobility with it´s jump jets and the weapons can punch through armor at close to medium range more quickly. In larger engagement the Centurion is more versatile and has better endurance. It is a good choice as a cheap bodygard for larger fire support Mechs like Archers or Marauders that have trouble dealing with light Mechs at close range. The AC/10 is a good weapon to deter light and medium Mechs from closing in.
Yeah, cut the ammo in half, put the LRM ammo in the head, the AC ammo in the arm with the gun, then flip that back ML forward, boom, whole different beast.
So I also have a soft spot for the Centurion since reading the warrior trilogy books, and I know that you are a big fan too. While it was decent, I was going to ask what improvements you would recommend, aside from flipping the medium laser? I think the 2 tons of LRM ammo is a bit overkill, but what would you exchange that forbid?
Yah definitely drop a ton of ammo, flip the laser and run another ton of armor. I’ve also fielded more radical variants of the CN9-AL that drop the LLAS for a PPC and some other goodies.
Do you think the Cent would work better if you dropped a few tons of ammo and added maybe some more heatsinks and/or armor? Less chance of ammo explosion and a little more durability? Treat is like a larger Hunchback? Also if you get the chance can you do a review on either the Cataphract or the Battlemaster? I'm just starting out and managed to get the new big box and some minis off ebay and I'm taking your advice so my first lance will be a Battlemaster, Cataphract, Commando and Hollander. The Hollander and Commando are small and straight forward enough I know what to do with them, but larger mechs I find kinda...cumbersome, hard to pin down what role its best at
Sounds good! Let me know how it works out. We’ll definitely be looking at all the AGOAC mechs, so the Battlemaster will be coming! As for the CN9-A... yes. It has way too much onboard ammo. The LRM-10 is especially overkill. If you are going to mod this particular chassis, I’d drop a ton of LRM-10 ammo and slap on some more armor. And flip that rear facing MLas around while you’re at it :) Another one of my favorites (using our field refit rules, so start with the CN9-AL) is to get a PPC on that arm, add some sinks and you’re good to go. When I get the website in order towards the end of the summer, I’ll get some of these variants posted for download...
I really love these reports! I used to always mix up the Centurion with the Enforcer and then get surprised when the firing started. Now I'm curious to see how the two will compare via Battllytics.
Is a nice bodyguard mech adding its LRM and AC to fire support with say an Archer. Then take out those weapons esky Calvalry/Picket mechs trying to outflank
HBS BT: Drop AC10 for AC5 + 1 Ton ammo, Drop the LRM-10, add 3 SRM-4 2 Tons Ammo, add 1 Medium Laser and 1 Heat Sink. Ammo/HS goes into legs (Less likely to be hit in game), Up the armour (Will exceed TT 100% AF I think). HBS (1000 pips / 80 = 12.5 Tons of Armour.) As 1 ton of standard armour = 80 pips. Medium Lasers are Front cause rear weapons suck...and don't exist. This build absolutely destroys the 200 max tonnage ton limit missions. (When you run 4 of them). Gladiator Pilots. Bulwark (40%/60% Damage Reduction in Cover). Cooling Vent (Sink additional Heat, combine with melee to clear heat threshold).
Another interesting analysis could be the 3 55 ton 3050 era variants from Shrapnel 3 which were released to match the Mechcommander 2 version of the Centurion and also give you a version with jump jets so you can leap and soar like Adam Steiner
Would you run custom mechs? I had a design that is probably pretty efficient. 35 ton, 4/6/4, 7.5 tons armor (maxed @ 119). Armed with LRM 15 LT , 2 tons (16 shots) ammo... 3 ML, 1 per arm and front CT. Flamer head mount (last ditch weapon). Ammo in legs, using belt feed system. 10 heat sinks. No lower arm or hand actuators & flip arm capable providing rear defense. Meant to be sold to planetary militias as a defensive, cheap fire-support, potential multi role mech. Sustained 15 pts damage at all ranges.
Shoot me an email with the record sheet. I can’t make any promises as we’ve got a few big projects in the pipeline, but I will see if I can run a quick analysis for you.
@@DeathfromAboveWargaming No email for you, so quick sheet. 35 ton, 4/6/4, IS classic 3025 rules. Armor: arms 12/12, legs 16/16, head 9, CT 18/9, LT&RT 11/5. (119 standard 7.5 tons) EQ: RA/LA 1 Med Las each, Shoulder and upper arm act only (flip/arm capable), CT Med Las, RT 2 x JJ, LT 2 x JJ & LRM 15, LL/RL 1 ton lrm ammo (8 each), H Cockpit etc. & flamer. Heat Sinks, 10. 140 standard engine & gyro. BV: 795? *gyroscope modifier not included... using "Tech Manual" 35103 (cost 2,424,150 C$) Hope that works, and is clear enough. (I don't know if newer rules allow transfer of armor despite old rule of 2x inner structure.... was designed using that rule.)
Getting an accurate BV is crucial. See if you can grab a copy of Solaris Skunkwerks - it has a phenomenal mech builder in there, and will let you crank out a custom record sheet in no time!
@@DeathfromAboveWargaming Seems doing it by hand I was off by a ton. Using remlab.sourceforge.net : Zelner ZLN-15, 35 ton, 4/6/4, (3025 standard 2nd ed) BV 742. Armor (119/7.5 tons) IS/AV: H 3/9, CT 11/16 rear 6, L/R Torso 8/8 12/12 rear 4/4, L/R arms 6/6 12/12, L/R legs 8/8 16/16. Armament/EQ ML RA, ML CT, ML LA, LRM 15 LT, ammo RL/LL 8/8 (1 ton each); JJ LT x2 & RT x2; 10 heat sinks, no lower arm or hand actuators... allowing for flip arm capability for rear defense. Hope that this will work. If you run it, that'd be real cool... just getting the stats on it.
@@aaronlee75 Basline ACD = 89.84 Optimized ACD = 93.59 Lethality Damage/Hit = 4.97; Critical Hits = 3.45; Time to Kill = 13.2 Survivability = 16.1% Destroyed = 83.9%; Ammo = 7.6%; CT/H = 76.3% Motive Hits = 35% Efficiency Score = 5.57 Peak Threat = 53% @ 6" Overall: Mech is not bad, gets really hot in close with only 10 sinks. It's basically a slower Wolfhound that swaps the LLas for an LRM-15. Would consider dropping a ton of ammo (and get it out of the legs!), and even dropping this down to an LRM-10 and adding heat sinks. Jump Jets will be tough to use in conjunction with weapons at close range.
So you want to shove veteran and elite pilots into a mech you acknowledge to be a walking bomb that will rarely survive an engagement and is blown to pieces by ammo explosions almost as often as it's cored out? Where do all these miracle mechwarriors come from? Throwing away skilled pilots on inferior fighting machines based on calculated efficiency ought to have increasing negative effects on any military over time. Look at the way the Japanese air force was bled white by the end of WW2 - in part due to their vets and aces being stuck in increasingly inferior aircraft and dying at many times the rate of Allied airmen during the war. The game doesn't reflect that outside of lengthy campaigns, but ignoring it is just as immersion-breaking to me as playing with nothing but fully customized (read: optimized) mechs would be for most people. If nothing else, losing your aces ought to have VP penalties even in one-off games. There's also a significant strategic drawback to 4/6 movers that tactical battles don't reflect. If you have to race an opponent over real distances (kilometers, not meters) to reach an objective or intercept an enemy, this thing is at least 25% slower than all the 5/8 mediums out there, more so if some routes are made difficult by terrain or completely impassable without some minimum jump rating. Even a one-off battle whose narrative is based on mobility rather than static fighting ought to have some mechanics to reflect that. Heck, even the CCG managed that much.
Sure, but that’s not how BattleTech works. Better pilots simply cost more BV. BV is the abstraction of resource - whether its supply lines or pilot availability. BattleTech (TW and AS) is about the battle - not the population density of elite pilots by sector 🙂Though I’d also argue how “elite” a pilot is that still only has a 70% chance of hitting a walking building at 100m. The speed differential of a ‘mech that can run 120kph vs 50kph would be huge over a 100km distance - but the game is played on a map representing a single km maybe? Battleforce/Campaign Ops/Interstellar Ops may be more your speed if you are looking to try to recreate these types of things.
The Centurion is one of my absolute favourite chasses, but I have never used the 3025 variants. Partially because I strongly prefer playing in the 3060's, but also because the Centurion really gets better with more tech. Being used by the FedSuns as a testbed for practically everything they make creates some really good variants.
While being a Clanner at heart & just getting into tabletop play (primarily Classic) I want really impressed with the Centurion until I watched some vids on it's history & then woukd see it pop up in the novels especially the Yen Lo Wang which also has me warming up to melee or putting hands on fools. I need to run the 3025 base & then play around with some newer variants & see what I think.
My favorite things about the Centurion is that it's so easy to upgrade on the cheap. The CN9-AL is my preferred chariot, and with just Double Heat Sinks and Ferro-Fibrous Armor, you can do just about anything you want. Extra medium laser? Yes. CASE and Artemis IV? Absolutely. Adding those jump jets? Kerensky forgive our hubris, we can do it.
Personally, I turn it into a heavier Vindicator by putting an ER PPC and ER Small Laser in the right arm, a second Medium Laser in the head, 4 jump jets in the legs, and the LRM19 w/ Artemis IV and CASE in the left torso.
It's a great all-rounder at 50 tons. Of course there are a lot of modifications you can do to it to make it even better, but that's the beauty of the centurion.
I wondered when you would start doing an analysis of mid-range mechs. How about a take on the Phoenix Hawk? I really appreciate the research that you guys do on these videos! Keep it up!
Good recommendation! I’ll add it to the list 👍
I prefer the AL variant because of less ammo waiting to explode and it's marginally harder hitting at point blank range. Yes it's a heat monger, but that's a minor complaint and ultimately aides it's survivability.
Totally. If I recall the AL also packs significantly more armor… maybe 1.5-2 tons if memory serves me!
Started MWO beta in a Centurion A. Ground hard for months to afford it with Cbills. My first mech love.
Gotta love it!
Recently got into the whole Battletech universe, now I found these videos. This is awesome!
Glad you like it! Thanks for the comment 👍😁
The Centurion is a trooper, it's meant to get into a fight and blast away. It's too slow to flank, it can do some moderate fire support, but it's tough enough to duke it out with most mediums and own almost all lights that stray too close. If you need a straight fighter and are on a budget, get a Centurion.
Yah its one of my favorites. Later designs get a serious speed bump, but even at 4/6 it can move pretty well - especially since it has such a low heat load. AC/10s are a solid weapon all around...
@@DeathfromAboveWargaming Personally I prefer the Vindicator, which is one of my favorite designs. Just a bit more mobile thanks to jump jets, solid punch PPC and surprisingly good heat management and just enough armour to get you through a regular fight.
@@rotwang2000 Yah man totally! A great mech! I've used it a few times on the channel as well.
On a mech like the centurian, where you will almost always make small changes like flipping the ML around, I think it'd be great to include a quick look at how the chart changes if you make some of these changes. How do the graphs change if you flip the ML and drop a ton of LRM ammo; how does it look if that ton becomes a heat sink and pads a crit slot vs an extra ton of armor? You mention the refits as a part of the reason you use the mech frequently, so I think it's worth seeing that the same way you show the output and survivability when the mech is stock.
Thanks for the input! Some of the earlier mech reports used to look at these things, but in the interest of time and focus I cut those out...
... but I can work some refits back into the program or a separate video! Love the ideas you guys all bring to the table!
We let our players do some custom mods, within reason.
A favorite change was to front face the rear medium laser, drop a ton of LRM ammo and AC ammo, but make the lrm 10 into a 15.
It can barrage for 8 rounds and by then it has usually been closed in on.
At medium range the med lasers and AC10 can keep messing people up.
It does have longevity issues but for one brawl it is pretty nasty.
Love that! Also we have some DFA rules on refits & modifications - everything you listed fits perfectly into those.
Definitely an improvement! I typically do something similar, but leave the LRM-10 in place and use the tonnage for armor. 👍
Why not run 3x LRM-5s? Heat?
Always a must take mech for my merc unit. I have 2 in my reinforced company. It's the best of the "soldier" mechs I feel. (Soldier nechs are Centurion, Enforcer, Vindicator, Shadow Hawk type designs) I also love the "no frills" design philosophy in the fluff. I also have one my Dark Age unit, armed with the RAC/5. Great machine.
I always move the rear laser to the front. It was designed to be paired with the Trebuchet but I've never run them together. A 3 Cent, 1 Treb, lance might be fun??
Be interesting to see a comparison to something a Centurion is likely to face, like a Vindicator.
And I am glad HBS auto flipped everything to the front in their game. Flipped to the front does not change the BV does it? May just house rule all systems face forward.
It does slightly change the bv, yes.
A lot of people think the centurion is a brawler. But honestly you have to remember that it was designed to work in tandem with LRM carriers making it a much better fire support mech to ward off lights trying to make a stab at LRMs like a longbow. I guess so long as it’s light mechs you could brawl with it…?
I think that’s right. The rear facing MLas also seems to indicate it was meant to brawl.
@@DeathfromAboveWargaming a lot of the builds I see in MWO tend towards it being used as a light hunter or an assault guard. Course these builds often involve it using XLs which make it an even bigger fireworks display when it cooks off.
Nice review guys.
Loved this mech since I first saw it in the 90s cartoon.
Haven't played a game with it yet but I have two painted and ready to rumble.
I like the idea of pairing them with Wolfhounds to cover each other in a lighter Lance.
But the idea of Wolverines and Thunderbolts being supported by Centurion's has me intrigued.
Something to try when I get to play next!
Keep up the awesome work guys!
PS I'd also love to see more unseen / reseen mechs being looked into 😁👍
I love how all the Centurions in the cartoon have jump jets 😁
@@DeathfromAboveWargaming didn't every mech have jump jets?
Hahaha sounds about right.
Love these videos. Although I will say I think your simulation overestimates the danger of ammo since a human pilot can choose to jettison it, or take less than the maximum capacity. Or position the mech to keep a damaged/vulnerable component facing away from some oncoming fire. That doesn’t eliminate the danger of ammo, obviously, but I think a Centurion is less of a deathtrap in an actual human-controlled game than this simulation would suggest it is.
Maaaaybe 😁 Keep in mind these numbers are benchmarks to compare mech to mech... not necessarily simulate in-game results. To your point, you can jettison, take cover, keep a target at range, so on...
And honestly, I think you’re right on point with the insights you get from the data - jettison when you can, protect the ammo bins, etc. 👍
Would love to see how a Vindicator compares to this lighter/ tougher less ammo and can jump.
I remember in the 2800s that the company that built the Centurion worked hard to keep the Mech as the premier front-line 'mech for House Davion (in competition with the Enforcer). Makes me wonder how the Enforcer would measure up against the Centurion.
In a one-on-one scenario I would bet on the Enforcer. It has better mobility with it´s jump jets and the weapons can punch through armor at close to medium range more quickly.
In larger engagement the Centurion is more versatile and has better endurance.
It is a good choice as a cheap bodygard for larger fire support Mechs like Archers or Marauders that have trouble dealing with light Mechs at close range.
The AC/10 is a good weapon to deter light and medium Mechs from closing in.
@hermes7587 Sounds like a fair assessment to me
Yeah, cut the ammo in half, put the LRM ammo in the head, the AC ammo in the arm with the gun, then flip that back ML forward, boom, whole different beast.
So I also have a soft spot for the Centurion since reading the warrior trilogy books, and I know that you are a big fan too. While it was decent, I was going to ask what improvements you would recommend, aside from flipping the medium laser? I think the 2 tons of LRM ammo is a bit overkill, but what would you exchange that forbid?
Yah definitely drop a ton of ammo, flip the laser and run another ton of armor. I’ve also fielded more radical variants of the CN9-AL that drop the LLAS for a PPC and some other goodies.
Do you think the Cent would work better if you dropped a few tons of ammo and added maybe some more heatsinks and/or armor? Less chance of ammo explosion and a little more durability? Treat is like a larger Hunchback?
Also if you get the chance can you do a review on either the Cataphract or the Battlemaster? I'm just starting out and managed to get the new big box and some minis off ebay and I'm taking your advice so my first lance will be a Battlemaster, Cataphract, Commando and Hollander. The Hollander and Commando are small and straight forward enough I know what to do with them, but larger mechs I find kinda...cumbersome, hard to pin down what role its best at
Sounds good! Let me know how it works out. We’ll definitely be looking at all the AGOAC mechs, so the Battlemaster will be coming!
As for the CN9-A... yes. It has way too much onboard ammo. The LRM-10 is especially overkill. If you are going to mod this particular chassis, I’d drop a ton of LRM-10 ammo and slap on some more armor. And flip that rear facing MLas around while you’re at it :)
Another one of my favorites (using our field refit rules, so start with the CN9-AL) is to get a PPC on that arm, add some sinks and you’re good to go. When I get the website in order towards the end of the summer, I’ll get some of these variants posted for download...
Great break-down!
I really love these reports! I used to always mix up the Centurion with the Enforcer and then get surprised when the firing started. Now I'm curious to see how the two will compare via Battllytics.
Is a nice bodyguard mech adding its LRM and AC to fire support with say an Archer. Then take out those weapons esky Calvalry/Picket mechs trying to outflank
Have you guys ever considered doing the Nyx for a 'Mech Review?
HBS BT: Drop AC10 for AC5 + 1 Ton ammo, Drop the LRM-10, add 3 SRM-4 2 Tons Ammo, add 1 Medium Laser and 1 Heat Sink. Ammo/HS goes into legs (Less likely to be hit in game), Up the armour (Will exceed TT 100% AF I think). HBS (1000 pips / 80 = 12.5 Tons of Armour.) As 1 ton of standard armour = 80 pips.
Medium Lasers are Front cause rear weapons suck...and don't exist.
This build absolutely destroys the 200 max tonnage ton limit missions.
(When you run 4 of them). Gladiator Pilots.
Bulwark (40%/60% Damage Reduction in Cover).
Cooling Vent (Sink additional Heat, combine with melee to clear heat threshold).
My honest best field mod is to take the AL varient and down the AC back to a ten to up the LRM to a 15. Further let’s it hammer stuff from a distance.
What if i move one ton of ac10 ammo to the right arm and one ton of lrm ammo to the head?
If you did that, you’d be the best engineer in 3025!! Some of the decisions on stock mechs is mind boggling 🙂
almost want to know what the Defensive stats are dropping two tons of ammo and Picking up two tons of armor.
How do you feel about the AL refit?
Its great. I love the armor, hate the small laser 🙂
@@DeathfromAboveWargaming In HBS I kept ripping out the MG for a SL and put the saved space into more armor.
Another interesting analysis could be the 3 55 ton 3050 era variants from Shrapnel 3 which were released to match the Mechcommander 2 version of the Centurion and also give you a version with jump jets so you can leap and soar like Adam Steiner
Who doesn’t want to be like Adam?
The baby atlas
Would you run custom mechs? I had a design that is probably pretty efficient. 35 ton, 4/6/4, 7.5 tons armor (maxed @ 119). Armed with LRM 15 LT , 2 tons (16 shots) ammo... 3 ML, 1 per arm and front CT. Flamer head mount (last ditch weapon). Ammo in legs, using belt feed system. 10 heat sinks. No lower arm or hand actuators & flip arm capable providing rear defense. Meant to be sold to planetary militias as a defensive, cheap fire-support, potential multi role mech. Sustained 15 pts damage at all ranges.
Shoot me an email with the record sheet. I can’t make any promises as we’ve got a few big projects in the pipeline, but I will see if I can run a quick analysis for you.
@@DeathfromAboveWargaming No email for you, so quick sheet. 35 ton, 4/6/4, IS classic 3025 rules. Armor: arms 12/12, legs 16/16, head 9, CT 18/9, LT&RT 11/5. (119 standard 7.5 tons) EQ: RA/LA 1 Med Las each, Shoulder and upper arm act only (flip/arm capable), CT Med Las, RT 2 x JJ, LT 2 x JJ & LRM 15, LL/RL 1 ton lrm ammo (8 each), H Cockpit etc. & flamer. Heat Sinks, 10. 140 standard engine & gyro. BV: 795? *gyroscope modifier not included... using "Tech Manual" 35103 (cost 2,424,150 C$) Hope that works, and is clear enough. (I don't know if newer rules allow transfer of armor despite old rule of 2x inner structure.... was designed using that rule.)
Getting an accurate BV is crucial. See if you can grab a copy of Solaris Skunkwerks - it has a phenomenal mech builder in there, and will let you crank out a custom record sheet in no time!
@@DeathfromAboveWargaming Seems doing it by hand I was off by a ton. Using remlab.sourceforge.net : Zelner ZLN-15, 35 ton, 4/6/4, (3025 standard 2nd ed) BV 742. Armor (119/7.5 tons) IS/AV: H 3/9, CT 11/16 rear 6, L/R Torso 8/8 12/12 rear 4/4, L/R arms 6/6 12/12, L/R legs 8/8 16/16. Armament/EQ ML RA, ML CT, ML LA, LRM 15 LT, ammo RL/LL 8/8 (1 ton each); JJ LT x2 & RT x2; 10 heat sinks, no lower arm or hand actuators... allowing for flip arm capability for rear defense. Hope that this will work. If you run it, that'd be real cool... just getting the stats on it.
@@aaronlee75 Basline ACD = 89.84
Optimized ACD = 93.59
Lethality Damage/Hit = 4.97; Critical Hits = 3.45; Time to Kill = 13.2
Survivability = 16.1%
Destroyed = 83.9%; Ammo = 7.6%; CT/H = 76.3%
Motive Hits = 35%
Efficiency Score = 5.57
Peak Threat = 53% @ 6"
Overall: Mech is not bad, gets really hot in close with only 10 sinks. It's basically a slower Wolfhound that swaps the LLas for an LRM-15. Would consider dropping a ton of ammo (and get it out of the legs!), and even dropping this down to an LRM-10 and adding heat sinks. Jump Jets will be tough to use in conjunction with weapons at close range.
Work horse of IS
It is a IS old mech no new tech
So you want to shove veteran and elite pilots into a mech you acknowledge to be a walking bomb that will rarely survive an engagement and is blown to pieces by ammo explosions almost as often as it's cored out? Where do all these miracle mechwarriors come from? Throwing away skilled pilots on inferior fighting machines based on calculated efficiency ought to have increasing negative effects on any military over time. Look at the way the Japanese air force was bled white by the end of WW2 - in part due to their vets and aces being stuck in increasingly inferior aircraft and dying at many times the rate of Allied airmen during the war. The game doesn't reflect that outside of lengthy campaigns, but ignoring it is just as immersion-breaking to me as playing with nothing but fully customized (read: optimized) mechs would be for most people. If nothing else, losing your aces ought to have VP penalties even in one-off games.
There's also a significant strategic drawback to 4/6 movers that tactical battles don't reflect. If you have to race an opponent over real distances (kilometers, not meters) to reach an objective or intercept an enemy, this thing is at least 25% slower than all the 5/8 mediums out there, more so if some routes are made difficult by terrain or completely impassable without some minimum jump rating. Even a one-off battle whose narrative is based on mobility rather than static fighting ought to have some mechanics to reflect that. Heck, even the CCG managed that much.
Sure, but that’s not how BattleTech works.
Better pilots simply cost more BV. BV is the abstraction of resource - whether its supply lines or pilot availability.
BattleTech (TW and AS) is about the battle - not the population density of elite pilots by sector 🙂Though I’d also argue how “elite” a pilot is that still only has a 70% chance of hitting a walking building at 100m.
The speed differential of a ‘mech that can run 120kph vs 50kph would be huge over a 100km distance - but the game is played on a map representing a single km maybe?
Battleforce/Campaign Ops/Interstellar Ops may be more your speed if you are looking to try to recreate these types of things.
CN9-D or gtfo
Hahah
The Ultimate Mech game today would be Vox Machinae. VR immersive, custom load outs, different mechs/grinders, intense battles.
You recomended the battletech cartoon? You are an evil, evil man. Shame!
*cackles in Malthus*
Well it *is* canon, sorta. @RenegadeHPG has released HD resamples of the episodes. I couldn't stand to watch any more than the first few.
@@DeathfromAboveWargaming you dare refuse my batchal?