I'm sorry, I'm old, my first encounter with a Javelin was in 1998 with Mechwarrior 2: Mercenaries when my great teacher, Deadeye Unthor, led me into battle against one and he told me "Matt, kill the meat, save the metal." You probably were in diapers in 1998 you whippersnapper!
I wasn't even alive! I only recently gained sentience after one of your Mech Techs left a bucket of coolant and tobacco juice next to an Atlas fusion reactor last year!
@@jst5926 What a great teacher he was. Just trying to afford his two bed, two bath back on Outreach. Don't we wish we studied harder in school? Inside jokes from those that have not played the game lol.
Yeah! Thanks for the feedback about adding it in. I appreciate it! Gonna be about a week until I get good analytics on if the segment is received well or not, but I think it's worth trying out at least a few times.
The Javelin is a solid light battlemech of 3025. It has a good combination of firepower, armor, speed, and mobility. The JVN-10F Fire Javelin is one of my favorites of the era. The JVN-11A has, heh heh, 7 Medium Lasers and upgrades to Double Heat Sinks to fire them all. Sadly there is no Javelin C using clan-grade missiles or energy weapons. So I make my own.
This has long been my go-to light for so many companies. It can do anything well enough. It is rarely the best at any one task, but can be flexed into so many rolls as the battle evolves. The only mod I've really enjoyed is the "Flying Commando", mixing the left half of a Fire Javelin with the right half of a 10N (2 medium lasers and an SRM6, with extra armor of the 10F and heatsinks of the 10N). Storywise, I play it as a salvaged Frankenmech, piecing together two wrecked Javelins. I usually just play a base model though. Great overview!
Yeah, that's what I was going to suggest instead of the MERC-X1. Can even just buy/acquire/'acquire' two Javelins, one -10N one -10F, and build yourself two of those. Runs only slightly hotter than the MERC-X1, has double the Efficiency weapons and only slightly less critseeking. Works very well in pairs, since they can both be uparmoured to the MERC-X1 standard. Has a bit more ammo endurance than the refit proposed here, just as much armour and mobility, has roughly equivalent firepower, and doesn't require sourcing SRM4s, rather using the MLs ans SRM6s you already have.
Hey, this is a great build. I want to include it in an upcoming video as a user submitted build for an second experimental, JVN-MERC-X2. Only thing is the name. What do you think about "Dent", after the Batman Villain Two-Face or maybe "Mirror"
@@nerdyOveranalyzed Both of those are are good! If I had to choose I might pick Dent, it has a very broken connotation, like something that has taken a beating but is back for a fight.
A mech that quite effectively demonstrates KISS. I do really like your refit. Losing 1/3 of the missiles hurts a bit, but gaining 50% more armor seems definitely worth it.
@@nerdyOveranalyzed I just can't wait to finish out each weight class. Maybe a separate break the bank series later on for the wealthiest of mercs, but the video you just put out was everything I could've asked for and more
Hello Nerdy! This was an absolutely amazing video! I really loved what you did with showing the technique of jumping over the hostile mechs to shoot them in the back, and emphasizing the importance of twisting to take shots on the arm instead of the torso. I'd never even thought about this as a means of trying to protect the comparatively more important hit-zone of the torso armor regions. Also- the little icon of you in a Neurohelmet was adorable and I'd love to see it again.
Thanks for your kind words! While this was aimed at tabletop classic. Hopefully it helps with your piloting in MWO, a game I quite enjoy from time to time. :)
Ah I do have quite the soft spot for the javelin. Think you went over both varients quite well and 12 turns of ammo is definitely the sweet spot for single engagements I think. Any more tends to be more of a liability than a benefit. Glad you pointed out that the two javelin varients work well together as I've always found it an interesting quirk in a mech that trends to extremes so much stock. Swarm of piranha coming for any mech with ammunition.
Loving all of the videos mate. Can't wait to see you hit some of my favourite terrible or problematic mechs that I like for inexplicable reasons. Like the Jagermech, Dragon or to a far lesser extent the Kintaro.
The 10N is an excellent ambush predator. I'd avoid using Javelins as scouts, but they can do excellent work as bug hunters and flankers attached to heavier formations. Kind of like the base Commando, the Javelin does great work following up on attacks from a line formation packing heavy ACs and large energy weapons. I like the idea of attaching a pair of Javelins to a pair of Enforcers. Engage with the large lasers and class 10 autocannons, then bring in the four 6-pack short range launchers. Both are highly available in FedSuns space and both have jump jets. They make for a solid interdiction lance against enemy scouts, or an ambush lance in appropriate terrain. If I were going to do a refit, I'd be inclined to strip the jump jets for armor, ammo, and a backup gun. It'd basically become a somewhat beefier Commando, with better protection and heavier throw weight. Losing the jets reduces its utility as an ambusher, and seriously compromises its urban combat potential, but for a regular battlefield it might be worth the price in reduced mobility. If I wanted to keep the jets, I'd be inclined to lean into that SRM4/ML swap you suggested in the video. It boost its longevity at the cost of some potential firepower, though the propensity of SRM6 to land only partial volleys keeps the effective damage loss a bit lower. Another similar tweak would be to hybridize your 10Ns and 10Fs, putting two MLs in one side torso and an SRM6 in the other. A lance would have the same firepower as two of each variant, but it'd be distributed instead of concentrated, which can be valuable for a merc crew.
Hey Matthew! Thanks for taking the time to comment! I agree with you that the10N is pretty good and combos well with piercing weapon carrying mechs. I think you're right that they'd pair well with Enforcers. Not sure about dropping the jump jets, if it were a regular battlefield I would probably start relying on my heavies and mediums to win the day and have my javelins as more opportunists. But I think your build is quite good! It's actually been suggested and commented on that quite a few Commanders have used it before. The benefits you described are actually talked about in the newest video I put up.
There is a notable trait of the javelin that's somewhat rare in a light mech that has gone unmentioned: it has fully actuated arms with no weapons in them - it can therefore punch accurately with both arms without sacrificing firepower. In an ambush or backstab those extra 6 points of damage can really make the difference. The actuated arms also help greatly in raiding and extraction missions.
Very interesting analysis, I like it! There were a few parts that sounded a little "read off the wiki/MUL"-ish, but overall not a format I've seen before. How did you come up with those distribution numbers though?
My mod is basically half regular Javelin, half Fire Javeline. Drops one SRM 6 for 2 ML and 2 tons of armor. Can run hot, but opens its own cans and is quite durable. Must be careful with heat though, especially while jumping.
@@nerdyOveranalyzed thanks and the biggest point of this recommendation was the fact that you provide a crucial viewpoint as someone genuinely looking out for the Merc Company's treasury. I really want to explore my writings by keeping to the times of travel, repairs and refits, even down to the C-Bills so having someone whose whole analysis is about not breaking the Merc bank has provided some much needed insight
Ha ha, the SRM-6 is pretty bangin' I must say. But for long terms campaigns like how I'm planning on running I think it's too vulnerable defensively for my taste.
Hello Nerdy. Like yourself, I thought that changing the basic JVN-10N to be a good idea. Like yourself, I wanted a beam weapon option for the Mech design. So, to do so, I removed both SRM-6's and their ammo. In replacement, I added FIVE SRM-2's, and a single ton of shared ammo. This is 50 'shots' total, working out to be 10 'salvos' for the 5 SRM launchers. Using the left over 3 tons was easy. 2 Medium Lasers, and a ton of Armor. This, addresses the relatively 'thin' armoring on the torsos, and give the Mech options as to which weapons and in which mixes, to use as it runs and leaps around the battlefield. There are NO weapons in the arms, which pretty much act as shields for the Mech... besides being good for picking up stuff during Rear Area Raids. As for locations... I put a Medium Laser in each Side Torso. As well as 2 SRM-2's. The remaining SRM-2 goes into the Center Torso, along with the SRM ammo bin. Armoring is as per your own altered design's layout. I designated the new Mech design as the JVN-10X-11 (SLC) - (Star Lions Corps). I should probably go back and just name it: JVN-11X (SLC). The reason for the redesign is to allow the Javelin to be more broad based with its weapons mix and attacks. Using the Medium Lasers to take off larger sections of armoring, to allow the SRM-2's to 'crit seek'. Also, With 5 such launchers, that's 10 missiles (average of 5-7) seeking crits, if they all fire. Just my ideas... F. Smedley. Chief Tech, Star Lions Corps Mercenary Unit. 09-15-3122
Hey Frank! Glad we landed on a similar design! Unfortunately for me my Commander wants fast and cheap designs. His rule of thumb was a refit time of no more than 14 days total and a cost of 10% or less of the mech. Thanks for taking the time to write and hope you're well!
@@nerdyOveranalyzed : Actually, the SRM-2's are cheaper than the SRM-6's, and Medium Lasers are never in short supply. So the cost function is pretty much moot.
I do like this refit but I'm definitely thinking more middle of the road for this. Instead of two srm4's with 1 ton of ammo and a single medium laser, I prefer simply swapping one of the srm's and its ton of ammo for 2 medium lasers, and adding 2 tons of armor. it gives it a decent energy punch while still giving good critical hit potential.
The Fire Javelin is pretty badass. the stock Javelin is a solid performer but it never really worked for me. Maybe next time, eh? The Sidekick variation strikes me as being a tougher, faster Commando, which is not a bad idea at all!
I haven't made the Phoenix Hawk yet, but it's coming in a month or two. Just mentioned it because I know I'll make it and want people to be able to reference it. As for Huntsman and Timber Wolf, I'll probably get to them. Clan Invasion is pretty exciting!
Not to complain about the mech itself, I like the Javelin, but the Javelin is one of the examples that showed that the authors of Battletech did not get economics or production. *One* factory running for less than 25 years made 10% of the mechs for an *interstellar empire* with enough replacement mechs for it to continue exist for 200 years despite several grinding wars.
You would be an awesome AI assistant if I was a mercenary commander. I can imagine summoning you and a holographic Poring avatar pops up in my console. I would then ask how to refit my lance for my next mission and you would recommend the optimum load out.
It's got some issues for sure on classic tabletop for sure. In particular the 8 front armor on the key locations and 2 back is a problem. Not sure about MW5, haven't done a full analysis!
@@Kingofdragons117 I do that, but I'd rather drop both the jump jet's and srms for more medium lasers, a javelin with 4mls and as much armour and heat sinks as possible please
HEY! Stop picking on the youngster! I am FAR older than all of you. Maybe even pairs of you (combs mostly gray hair with fingers). I was around before Hanse Davion kicked off the 4th Succession War. I was a fully trained Mechwarrior and Technician by 2980. So those of you that are old enough to remember the later part of the 3020's are still 'junior' to me. So, as I said... stop picking on the youngster... Or, I'll have someone roll a Demolisher over you a few times, and back up to see if you're flat enough yet.
I'm sorry, I'm old, my first encounter with a Javelin was in 1998 with Mechwarrior 2: Mercenaries when my great teacher, Deadeye Unthor, led me into battle against one and he told me "Matt, kill the meat, save the metal." You probably were in diapers in 1998 you whippersnapper!
I wasn't even alive! I only recently gained sentience after one of your Mech Techs left a bucket of coolant and tobacco juice next to an Atlas fusion reactor last year!
@@nerdyOveranalyzed Not even alive 🙄 *lights match off his grey stubble* blob kid, lemme tell you about 90s Battletech. DOS, CD-ROM, get scared boy!
Dead eye was my teacher aswell.
@@jst5926 What a great teacher he was. Just trying to afford his two bed, two bath back on Outreach. Don't we wish we studied harder in school?
Inside jokes from those that have not played the game lol.
@@mattblom3990 will be killing people today mostly military .. maybe a few civilian. Dunkin
You did the Lance thing. Love it
Yeah! Thanks for the feedback about adding it in. I appreciate it!
Gonna be about a week until I get good analytics on if the segment is received well or not, but I think it's worth trying out at least a few times.
The Javelin is a solid light battlemech of 3025. It has a good combination of firepower, armor, speed, and mobility.
The JVN-10F Fire Javelin is one of my favorites of the era.
The JVN-11A has, heh heh, 7 Medium Lasers and upgrades to Double Heat Sinks to fire them all.
Sadly there is no Javelin C using clan-grade missiles or energy weapons. So I make my own.
Heh heh, thanks!
Really dig your Sidekick refit. Feels like a solid compromise that rounds out the mech and buffers its weaknesses
I know it will take some time, ...but I am really eager now to see your video report about the Phoenix Hawk!
Heh heh, oh yeah. I'm looking forwards to making it too, hopefully I can do it justice!
This has long been my go-to light for so many companies. It can do anything well enough. It is rarely the best at any one task, but can be flexed into so many rolls as the battle evolves. The only mod I've really enjoyed is the "Flying Commando", mixing the left half of a Fire Javelin with the right half of a 10N (2 medium lasers and an SRM6, with extra armor of the 10F and heatsinks of the 10N). Storywise, I play it as a salvaged Frankenmech, piecing together two wrecked Javelins. I usually just play a base model though. Great overview!
Yeah, that's what I was going to suggest instead of the MERC-X1. Can even just buy/acquire/'acquire' two Javelins, one -10N one -10F, and build yourself two of those. Runs only slightly hotter than the MERC-X1, has double the Efficiency weapons and only slightly less critseeking. Works very well in pairs, since they can both be uparmoured to the MERC-X1 standard. Has a bit more ammo endurance than the refit proposed here, just as much armour and mobility, has roughly equivalent firepower, and doesn't require sourcing SRM4s, rather using the MLs ans SRM6s you already have.
@@PrudentMantis Oh I like that idea of buying two factory Javelins and building a pair of them yourself, mirror images of the same mech!
Hey, this is a great build. I want to include it in an upcoming video as a user submitted build for an second experimental, JVN-MERC-X2. Only thing is the name. What do you think about "Dent", after the Batman Villain Two-Face or maybe "Mirror"
@@nerdyOveranalyzed Both of those are are good! If I had to choose I might pick Dent, it has a very broken connotation, like something that has taken a beating but is back for a fight.
I am so inspired by this loadout that I modified the STLs of a 10N and 10F to make a JVN-10FN (or a dent, as you guys call it).
A mech that quite effectively demonstrates KISS. I do really like your refit. Losing 1/3 of the missiles hurts a bit, but gaining 50% more armor seems definitely worth it.
Thanks!
Loving the evolution of this series. Can't wait for more content!
Thanks so much! Anything that you'd like to see?
@@nerdyOveranalyzed I just can't wait to finish out each weight class. Maybe a separate break the bank series later on for the wealthiest of mercs, but the video you just put out was everything I could've asked for and more
Hello Nerdy! This was an absolutely amazing video! I really loved what you did with showing the technique of jumping over the hostile mechs to shoot them in the back, and emphasizing the importance of twisting to take shots on the arm instead of the torso. I'd never even thought about this as a means of trying to protect the comparatively more important hit-zone of the torso armor regions. Also- the little icon of you in a Neurohelmet was adorable and I'd love to see it again.
Thanks for your kind words! While this was aimed at tabletop classic. Hopefully it helps with your piloting in MWO, a game I quite enjoy from time to time. :)
I'm loving your videos. Really helps not only with pros and cons but, Lance mates and actual strategies.
Hey, thanks so much! Glad you're enjoying the content. Was there anything else you'd like to see?
@@nerdyOveranalyzed I think talking about weapons and systems and how they work on cbt would be different in C3, ECM etc.
Loving your videos, they deserve more traffic !
I'm loving the content. I'd love to hear your take on the HSN
Thanks so much!
Ah I do have quite the soft spot for the javelin. Think you went over both varients quite well and 12 turns of ammo is definitely the sweet spot for single engagements I think. Any more tends to be more of a liability than a benefit. Glad you pointed out that the two javelin varients work well together as I've always found it an interesting quirk in a mech that trends to extremes so much stock. Swarm of piranha coming for any mech with ammunition.
I'm aiming to write Battletech stories and was recommended this which I'm already loving from what I'm loving.
yeet!
Loving all of the videos mate. Can't wait to see you hit some of my favourite terrible or problematic mechs that I like for inexplicable reasons.
Like the Jagermech, Dragon or to a far lesser extent the Kintaro.
Thanks for the comment. The Dragon and Kintaro are coming for sure! Not quite sure about the Jager tho. :)
The 10N is an excellent ambush predator. I'd avoid using Javelins as scouts, but they can do excellent work as bug hunters and flankers attached to heavier formations. Kind of like the base Commando, the Javelin does great work following up on attacks from a line formation packing heavy ACs and large energy weapons. I like the idea of attaching a pair of Javelins to a pair of Enforcers. Engage with the large lasers and class 10 autocannons, then bring in the four 6-pack short range launchers. Both are highly available in FedSuns space and both have jump jets. They make for a solid interdiction lance against enemy scouts, or an ambush lance in appropriate terrain.
If I were going to do a refit, I'd be inclined to strip the jump jets for armor, ammo, and a backup gun. It'd basically become a somewhat beefier Commando, with better protection and heavier throw weight. Losing the jets reduces its utility as an ambusher, and seriously compromises its urban combat potential, but for a regular battlefield it might be worth the price in reduced mobility. If I wanted to keep the jets, I'd be inclined to lean into that SRM4/ML swap you suggested in the video. It boost its longevity at the cost of some potential firepower, though the propensity of SRM6 to land only partial volleys keeps the effective damage loss a bit lower. Another similar tweak would be to hybridize your 10Ns and 10Fs, putting two MLs in one side torso and an SRM6 in the other. A lance would have the same firepower as two of each variant, but it'd be distributed instead of concentrated, which can be valuable for a merc crew.
Hey Matthew! Thanks for taking the time to comment!
I agree with you that the10N is pretty good and combos well with piercing weapon carrying mechs. I think you're right that they'd pair well with Enforcers.
Not sure about dropping the jump jets, if it were a regular battlefield I would probably start relying on my heavies and mediums to win the day and have my javelins as more opportunists. But I think your build is quite good! It's actually been suggested and commented on that quite a few Commanders have used it before. The benefits you described are actually talked about in the newest video I put up.
A slime head banging to metal is just the thing I needed to see today lol
lol thanks!
There is a notable trait of the javelin that's somewhat rare in a light mech that has gone unmentioned: it has fully actuated arms with no weapons in them - it can therefore punch accurately with both arms without sacrificing firepower. In an ambush or backstab those extra 6 points of damage can really make the difference. The actuated arms also help greatly in raiding and extraction missions.
Yep! Hands are a thing!
A great light mech!!
Very interesting analysis, I like it! There were a few parts that sounded a little "read off the wiki/MUL"-ish, but overall not a format I've seen before. How did you come up with those distribution numbers though?
Sarna: Faction Assignment & Rarity Tables
Glad you enjoy it! I'll try to make it sound a bit less mechanical next time around!
My mod is basically half regular Javelin, half Fire Javeline. Drops one SRM 6 for 2 ML and 2 tons of armor. Can run hot, but opens its own cans and is quite durable. Must be careful with heat though, especially while jumping.
yep! Not bad!
Definitely subscribed now and will see to this for help with my writings
Awesome! Best of luck with your book!
@@nerdyOveranalyzed thanks and the biggest point of this recommendation was the fact that you provide a crucial viewpoint as someone genuinely looking out for the Merc Company's treasury. I really want to explore my writings by keeping to the times of travel, repairs and refits, even down to the C-Bills so having someone whose whole analysis is about not breaking the Merc bank has provided some much needed insight
That's my Jenner Jr. right there. The 10F variant is one of the closest things to perfection in initial design in the entire light mech class.
Yep! I think a few of us tinkerers discovered it! It's quite a nice little build!
Beautiful guides, do you plan to do those for clan mechs??
Eventually yeah! I wanna do a campaign story that eventually gets there.
@@nerdyOveranalyzed nice, will wait for it :)
I’ve literally never seen this thing in tabletop but its stateline looks good. Specifically the medium laser version.
While I like the variant with the medium lasers (-10F I think?) there's something charming about the standard dual SRM6 fit.
Ha ha, the SRM-6 is pretty bangin' I must say. But for long terms campaigns like how I'm planning on running I think it's too vulnerable defensively for my taste.
when will you do ab Panther video?
Hello Nerdy.
Like yourself, I thought that changing the basic JVN-10N to be a good idea. Like yourself, I wanted a beam weapon option for the Mech design.
So, to do so, I removed both SRM-6's and their ammo. In replacement, I added FIVE SRM-2's, and a single ton of shared ammo. This is 50 'shots' total, working out to be 10 'salvos' for the 5 SRM launchers.
Using the left over 3 tons was easy. 2 Medium Lasers, and a ton of Armor. This, addresses the relatively 'thin' armoring on the torsos, and give the Mech options as to which weapons and in which mixes, to use as it runs and leaps around the battlefield. There are NO weapons in the arms, which pretty much act as shields for the Mech... besides being good for picking up stuff during Rear Area Raids.
As for locations... I put a Medium Laser in each Side Torso. As well as 2 SRM-2's. The remaining SRM-2 goes into the Center Torso, along with the SRM ammo bin.
Armoring is as per your own altered design's layout.
I designated the new Mech design as the JVN-10X-11 (SLC) - (Star Lions Corps). I should probably go back and just name it: JVN-11X (SLC).
The reason for the redesign is to allow the Javelin to be more broad based with its weapons mix and attacks. Using the Medium Lasers to take off larger sections of armoring, to allow the SRM-2's to 'crit seek'. Also, With 5 such launchers, that's 10 missiles (average of 5-7) seeking crits, if they all fire.
Just my ideas... F. Smedley. Chief Tech, Star Lions Corps Mercenary Unit. 09-15-3122
Hey Frank! Glad we landed on a similar design! Unfortunately for me my Commander wants fast and cheap designs. His rule of thumb was a refit time of no more than 14 days total and a cost of 10% or less of the mech. Thanks for taking the time to write and hope you're well!
@@nerdyOveranalyzed : Actually, the SRM-2's are cheaper than the SRM-6's, and Medium Lasers are never in short supply. So the cost function is pretty much moot.
I do like this refit but I'm definitely thinking more middle of the road for this. Instead of two srm4's with 1 ton of ammo and a single medium laser, I prefer simply swapping one of the srm's and its ton of ammo for 2 medium lasers, and adding 2 tons of armor. it gives it a decent energy punch while still giving good critical hit potential.
I've seen you reference a video on the Pheonix Hawk, but I can never find it. Did it get taken down? Or am I just riddled with the dumb?
nah, im just lazy and haven't gotten around to it. D:
The Fire Javelin is pretty badass. the stock Javelin is a solid performer but it never really worked for me. Maybe next time, eh? The Sidekick variation strikes me as being a tougher, faster Commando, which is not a bad idea at all!
I think the X2 I made is even better. But yeah it's a Commando with jump jets basically XD
@@nerdyOveranalyzed It's that type's one defect, and you found a good solution. 👍
Nice keep it up ilove it
Thank you! Glad you're enjoying it!
Someday i am see that type of video for Clan Mech, Huntsman and Timber Wolf...
Also, you did Phoenix hawk? I cant find him.
I haven't made the Phoenix Hawk yet, but it's coming in a month or two. Just mentioned it because I know I'll make it and want people to be able to reference it.
As for Huntsman and Timber Wolf, I'll probably get to them. Clan Invasion is pretty exciting!
Not to complain about the mech itself, I like the Javelin, but the Javelin is one of the examples that showed that the authors of Battletech did not get economics or production. *One* factory running for less than 25 years made 10% of the mechs for an *interstellar empire* with enough replacement mechs for it to continue exist for 200 years despite several grinding wars.
Where are you getting these %?
Sarna RATs!
You would be an awesome AI assistant if I was a mercenary commander. I can imagine summoning you and a holographic Poring avatar pops up in my console. I would then ask how to refit my lance for my next mission and you would recommend the optimum load out.
lol, now that's an idea
Eh. Javelin's okay. I find it undergunned. In mw5, you cant really do much with it because of 'slots'
All you need to do in MW5 for it is to strip the JJs in favor of more armor and the SRM6s do all the work. It is one of the better Lights imo.
It's got some issues for sure on classic tabletop for sure. In particular the 8 front armor on the key locations and 2 back is a problem. Not sure about MW5, haven't done a full analysis!
@@Kingofdragons117 I do that, but I'd rather drop both the jump jet's and srms for more medium lasers, a javelin with 4mls and as much armour and heat sinks as possible please
@@NemFX SRMs just work better with the AI for me. Well I do play with mods so that might be a factor too.
Javelins and Commandos are always on my "kill asap" list because of how much SRMs hurt in that game.
Didn't we see this one already?
Hmmm, unless we're all stuck in a time loop probably not!
I like that it looks as though it has a lil hat
My recommendation for javelins: Remove the arms, replace with guns.
They remind me of chappie from the movie. So henceforth i call them chappies!
HEY! Stop picking on the youngster! I am FAR older than all of you. Maybe even pairs of you (combs mostly gray hair with fingers). I was around before Hanse Davion kicked off the 4th Succession War. I was a fully trained Mechwarrior and Technician by 2980. So those of you that are old enough to remember the later part of the 3020's are still 'junior' to me. So, as I said... stop picking on the youngster... Or, I'll have someone roll a Demolisher over you a few times, and back up to see if you're flat enough yet.
:^)