Welcome to Force Building Friday where we look at building units for use in Classic Battletech and Alpha Strike! Today, we'll piece together a Horde Lance from the new Combat Manual: Kurita! Players Beware!!!THE DESIGN AND PLAY OF THIS UNIT MAY CAUSE CHALLENGES IN YOUR GROUP. REMEMBER, ABOVE ALL ELSE, RULE 1: HAVE FUN. IF PLAY OF THIS UNIT CREATES CONFLICT WITH RULE 1, CONSIDER A FORCE STRUCTURE REDESIGN. The Horde!One of the best things about the new Combat Manual series is the inclusion of faction-specific formations. In CM: Kurita, the Dragon brings some some impressive builds to the table that emphasize their faction-flavor including the melee-focused Berserker Lance, the uniform model Order Lance, and the uncountable Horde Lance. Based on the idea of Kurita forces swarming the enemy with innumerable light 'Mechs, the Horde Lance gives players the opportunity to field a small army of models in one lance and still be competitive. The Horde Lance allows a player to take in a single lance no fewer than five and no more than ten light 'mechs, none of which with a damage value greater than 2 at any range or from any special ability. Provided all of these requirements are met and the formation is legal, it benefits from the Swarm bonus ability. With Swarm, when the opposing player targets a unit in this formation, the controlling player may switch the target to any other unit in the formation that is a legal target, in line of sight, and at the same range or less from the attacker. Players should note that the unit only needs to be a legal target (within line of sight) and at the same range or less--it doesn't have to be a unit with the same or less to-hit number. As cool as the Swarm ability is, it is unreasonable to not expect to experience heavy casualties in this mode of play. To minimize this risk, it is important to treat the Horde Lance like any light lance. Players must make maximum use of movement, jump, cover, range, and rear attack to give the opponent the highest to-hit numbers possible while throwing down as much destruction as these little guys can each turn. Remember pilots, he can't hit what isn't there and it's a whole lot harder if what isn't there is still moving. Selecting the right combat command, one that grants bonuses of movement and attack, cause critical hits before armor is destroyed, and allow for greater movement will maximize the lethality and survivability of the Horde Lance. Raise Your ColorsAll of the favorite combat commands of the DCMS appear in CM: Kurita. Each unit brings with it Special Command Abilities (SCA) much like the special abilities attributed to commands in the old Field Manual: Draconis Combine. Many of the combat commands are light weight with SCAs well suited to strengthen the Horde Lance. A few commands to consider are: First Genyosha
Second Amphigean Light Assault Group
Second Night Stalkers
Building Your ForceIt is important to remember from the start that a Horde Lance only generates 4 FPs. Thus, if a player wishes to include duplicate models, they will only be allowed to spend 4 FPs to do so (unless the lance is part of the Genyosha or Amphigean Light Assault Group). When selecting units for the Horde Lance, players must remember the restrictions that:
Considering the likelihood of taking on much sturdier opposing forces with significantly more armor and structure, players want to select models that have considerable TMMs, preferably with jump, to compensate for their lack of armor and structure. If possible, take as many units with the ENE special to reduce the possibility of unfortunate ammo explosions. Some units of note from the Succession Wars appear in the gallery below! Notes from the Light 'Mech Pilot's HandbookMake every effort to flank the enemy and make shots to the rear for the +1 DAM (notice how there are no Sword of Light regiments). When an enemy targets a long distance sniper, like a Panther, switch the target to a closer-ranged, higher TMM piece like a Jenner. Arm your Horde Lance with HT generating weapons in order to slow down your opponent's advance. As much as the name seemingly implies, it cannot be played in a "fire and forget" sort of style. Playing the Horde Lance is a game of patience, maneuver and counter maneuver. When the initiative is on your side, take advantage of it to get into good firing positions. When you don't have the advantage, find cover or run (again, notice the lack of Sword of Light regiments). Patreon Hangar Crew
HAVE YOUR OWN HORDE LANCE OR SUGGESTIONS TO ADD TO THE LIGHT MECH PILOT'S HANDBOOK? ADD THEM IN THE COMMENTS BELOW!
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Welcome to the second installment in the Long Live! series. This series is designed to help players design multi-era lances for use with Battletech and Alpha Strike. Each entry will attempt to build a functional lance with faction-flavor for the Succession Wars, Clan Invasion, FedCom Civil War, and World of Blake Jihad. In some cases, an entry will have substitute options to add variety. If you have your own substitutions or suggestions post them below in the comments! ObjectiveBuild a FWLM lance that can be played across eras, from the Succession Wars through the Jihad. THANKS FOR THE CATCH, JOHN SISK! SHOULD BE CORRECT NOW. Restrictions
MODELSThis edition of Long Live! makes extensive use of the miniatures found in the Battletech Boxed Set, Fire Lance Lance Pack, and Recon Lance Lance Pack, as well as models from Iron Wind Metals. Click the images below to purchase these and other miniatures! (Miniatures supplied unassembled and unpainted.) BackgroundI don't paint "Leaguers" often. Going over my various galleries, I have only painted to this date two FWLM tanks, and a handful of battle armor--being torn apart by a Lyran Griffin. Looking over the units available to the FWLM on the Battletech MUL, it seemed they have a love of long range missiles--I bet it's "Leaguers" who are responsible for lrmageddon. Secretly, I've always wanted to build an LRM-based unit, but that doesn't make me a "Leaguer." This is new territory... Succession Wars |
The Hermes II HER-2S is an acceptable substitute for the Cicada. It is 2" slower, also bringing with it a reduced TMM. With the reduced speed, however, the Hermes II also carries +2A and +0/0/1 damage. These gains come at a cost of +5 PV. This is a unit worth adding if for no other reasong than it will have some great variants in the coming ages to strengthen this formation. Okay, I might be breaking the rules a bit... If you want a more Marik feel, use an Orion ON1-K in place of the Dervish. You'll downgrade the IF to IF1, but gain an all around formidable unit. |
Clan Invasion Through Fed Com Civil War (127 PV without SPA)
Gaining a significant look and feel of a traditional FWLM force, the Apollo APL-2S (or any era-approved variant of the Apollo) replaces the ancient Dervish DV-6M. For what it loses in maneuverability, the Apollo makes up for in hitting power (+1/2/1), armor (+2A), and indirect fire ability (+1 IF). This comes at a PV cost, however, as the Apollo is seven points more expensive than the Dervish. To help overcome the speed difference, this unit could take the Speed Demon SPA (Alpha Strike Companion, p. 52) that will boost its ground sped to 10". This will, however, possibly create some game balance issues if the player applies other SPA to this unit or also takes the Forward Observer SPA with the spotter unit. Remember Rule #1 and use your best discretion to keep the game fun.
There are many variants of both the Apollo and the Trebuchet to choose from. If survivability is a concern, then keep the Trebuchet TBT-5J instead of adding the Trebuchet TBT-7M. The loss of two points of internal structure is a high price to pay for 1/0/1 damage increase. It also gains SNARC a useful special for a missile-based unit. With the fragile nature of the design, however, this may be a special ability used rarely.
This lance upgrades the Cicada to either a Cicada CDA-3F or Cicada CDA-3G. At an increased PV cost, these two modls also gain increased maneuverability with a 16" jump, +0/1/1 damage, and exchange one point of internal structure for two points of armor. If you're group describes your play style as "throw caution to the wind," then the reduced structure is good for you--it just means less chances to take critical damage, right? An added bonus if using expanded rules, the Cicada CDA-3G brings exceptional scouting abilities to the table gained by the probe and recon specials. It definetly takes the role of spotter to another level. To support it in the role of spotter, this model carried over the Forward Observer SPA.
The shining star of this upgraded lance, however, is the Shadow Hawk SHD-5M. This variant build the 6" jump to a full 10" to match the unit's ground speed. The -5M mounts slightly less staying power than the Catapult CPLT-C1 or the Shadow Hawk SHD-2H, with +1A and -2S. This is a negligable change, however, if used at range in its intended role as a missile boat. What's more, the upgraded damage profile of +0/1/1 of the -5M makes medium and long ranges its sweet spot. Though it has an identical damage profile to the Catapult, the increased maneuverability allows this machine to move into and out of foreign positions much more easily than the model it replaced.
This unit still functions as a dedicated Fire Lance.
Some things to consider, however, when choosing between the Wraith and the upgraded Cicadas. Both Cicada models are cheaper and faster than the Wraith and carry the same damage profile. Both Cicada models also have -1 armor and -1 structure compared to the Wraith; their increased TMM, however, should balance this out. They both lack the over heat option of the Wraith, preventing both units from being able to really pour on the damage in tight situations. The Cicada CDA-3G, however, makes up for this with exceptional scouting abilities gained by the probe and recon specials.
Jihad (126 PV-without SPA)
The one I can strongly recommend is adding a Hermes II HER-5Sr. With the addition of ECM, this piece becomes an invaluable tool in combating C3 and C3i networks prevalent in this era of play. What's more, with the role switch to sniper, adding the Hermers I and keeping the Cicada will still allow a player to keep the Fire Lance bonus abilities. The Hermes II, in many variants, is a viable option for the FWL throughout their history.
By replacing the Trebuchet TBT-7M with the Hermes II HER-5Sr, the lance remains eligible to serve as a Fire Lance because of the sniper role it fulfills. Without the IF skill of the Trebuchet, however, the unit does lose the opportunity to serve as a Fire Support Lance. The two units are relatively similar in performance: same TMM on both though the Trebuchet can complicate matters by jumping, creating a TMM of 3. The Hermes II carries one more pip of internal structure, giving it a slight edge in survivability. It does, however, bring less damage potential to the board, -1/0/0 damage, compared to the Trebuchet.
Depending on whether the Cicada or the Hermes II will do the bulk of the spotting work will determine which of the two units will take the Forward Observer SPA.
Long Live the Leaguer!
What's more, because of the style of play and specific models used, this lance can be played virtually out of the box! Print and use the cards from the Battletech MUL and play the Introductory Box Set Dervish as a later-period Apollo! Ned to find a stand-in for the Shaow Hawk? Try using a Dragon. Use whatever creative substitutes come to mind until you can make your way to Iron Wind Metals or your Friendly Local Game Store!
Notes
- I'm still not a Leaguer.
- Need to find units to build your own missile-toting lance? Use the Battletech MUL!
Introduction
Similar to Escalation Leagues, Fist Full of C-Bills is also a great opportunity to start building a new force or trying out new tactics and ’Mechs while creating exciting (and often humorous) backstories!
Rules
Common Pot
Players agree on a common vendor of mini acquisition. Some examples include: BV Traders, E-Bay lot purchases, and “On Sale” bins at the FLGS or online. In this campaign, players are attempting to emphasizing the ad hoc aspects by not purchasing the latest, newest, and beefiest pieces.
Know Your Limits
Players agree to a real-world dollar limit for the purchase of forces. It’s up to the players’ discretion whether or not to include shipping in this cap. A good range that allows for some diversity of units is between $25.00 and $35.00. Any funds remaining in the real-world pot after purchase may be converted to 1 point per $1, rounded as normal, to be applied to Special Pilot Abilities (SPAs) or Design Quirks (Alpha Strike Companion, p. 52 & p. 62).
Play as You Are
Players play the units as they arrive—paint schemes, missing and broken parts, and all! If parts are missing or damaged, it must be reflected on the record sheet. For example, if your Centurion is missing the autocannon arm, this unit’s card must reflect a “Weapon Hit” critical at the start of play and suffers any related penalties. Pieces damaged in this way do not gain extra points to be applied to other Design Quirks or Special Pilot Abilities. If playing it as such would render it “dead” in game terms, such as broken legs or torso-hip separation, it may be repaired.
These adjustment may require some creativity. For example, if your Atlas is missing an arm, treat it as having a -1 physical attack damage. If your Spider is missing an arm, however, you may have to consider another option. Refer to Alpha Strike Companion, for "Negative Design Quirks" (p. 63) for inspiration.
After the initial game, make repairs (both to models and to the units in game) as normal. If you really want to go for the all-out feel of this style of game, don't repair the model unti you can pay for repairs in-game as well.
Up to one unit per lance with a particularly interesting paint scheme may select the Distracting positive design quirk. This reflects the thrown together nature of machines and personalities in the guns for hire trade. If a unit takes this optional rule, it must retain this scheme for the duration of this campaign to retain the Distracting quirk.
Example Build
Chosing the Miniatures
Selecting Models
Lance Formation and Abilities
Because of the paint scheme on the Cobra, this piece received the Distracting SPA.
With the remaining point cashed in from coming in under budget, I wanted to give something to the Blitzkrieg. Not satisfied with the already significant speed advantage it carried, I chose to give it even more with the Speed Demon SPA. This overdrove the move from 14" to 16", making this certainly a unit to not ignore as it can skim around the edges of the board and pop-up in the rear arc of the opposition.
This unit is designed to work with the Cobra as the anchor, the Blitzkrieg as the hammer, and the Wolfhound and Enforcer as the anvil. Using movement, cover, and adaptive fluidity, this unit will do best in open spaces with obstuctions to dart behind, especially when the iniatiative falls in the opponent's hands. It will need to, idealy, operate at long and medium ranges with ample cover because of the relatively low TMM of three of the four 'Mechs. The Blood Stalker SPA, however, will help overcome this to an extend.
With the upcoming publication of Combat Manual: Lyran Commonwealth coming in 2017, I'll return to this post and run a Lyran special lance formations update!
Had I chosen the Commando, along with the other three found on the Mercenary faction list, I could have used the recently published Combat Manual: Mercenaries for formations.
As the Campaign Drags On
Bitz Box Salvage
Random pulls from bitz boxes to make repairs resulting in game-legal redesigns. For example, that Centurion that lost an AC arm? Replace it with a Shadow Hawk autocannon. In game terms, treat this as a repair that removes the Weapon Hit pre-existing damage.
New Colors
Putting a complete and painted unit of the board is one of the most satifsying parts of this--or any--table top game. If you can field a completed unit, your lance gains a benefit determined by you and your group. This may be bonus victory points or a +1 initiative bonus. This shouldn't be an advantage enough to unbalance the Alpha Strike system, but enough to encourage players to paint, model, and enjoy the hobby of Battletech Alpha Strike.
Have your own home brew or house rules to add to Fist Full of C-Bills? Post them below in the Comments!
Heretical Traitor!
I'm probably not suppossed to admit this.
I probably shouldn't be typing this.
But what I'm about to say will label me as a heretic and a traitor.
And I'm not the only one.
As much as we line up on opposite sides of the game room and leer at each other across tables while checking line of sight, Battletech Alpha Strike and Warhammer 40K players have a lot more in common than we may admit. Both groups share a passion for science fiction wargaming, an interest in painting and modeling armies of miniatures as a cash-vacuum hobby, and the gratification of playing these games with a community. What's more, even though we may not admit it, we share players, too. Many of the most reknowned painters and artists in the Battletech community have painted or still do modify, paint, and play Warhammer 40K. With the development of Alpha Strike, even more players can begin to reach out across multi-universe battlefields and join hands for what we all really enjoy--making "PEW! PEW!" noises as "little, plastic army men" fight each other with dice!
Ways of War
Instead, its a game of tactics and strategy, movement, attack, and defense. Careful thought and research goes into the construction of a force, designed to meet a certain play style, mission objective, or artistic aesthetic. Players take turns creating and adapting to ever-changing battlefield situations seeking to dominate the opposition. Dice rolls represent resolutions of actions with modifiers to factor in the increased or decreased likelihood these actions will succeed. Ultimately, one player will earn the greater victory points and control the field!
This description, however, applies to both games. The general structure and play of Alpha Strike and Warhammer 40K are very similar.
Warhammer 40K Turn Sequence
| Alpha Strike Turn Sequence
|
The major differences are that in Alpha Strike are the roll of initiative and damage resolution. At the beginning of each turn, players roll for initiative instead of establishing a turn order at the start of the game. This does add a bit of time to play, but also allows for interesting and creative adaptions to the dynamics of play. To make up for this a bit, when units resolve damage, they only roll to hit. If a to hit roll is successful, then the targeted unit takes all of the appropriate damage. No to hit and to wound rolls.
Rules and Supplements
In addition to these, there is a wealth of Scenario Books and fiction to suplmement your play. If you'd like to build your own pilots and play them both inside and outside of a 'Mech, then check out the Battletech RPG.
The core Alpha Strike rule book is available in a simplified version for free!
Comparing Orks to Atlases
Space Marines = Clans (Warden Clans: Wolf, Ghost Bear, etc.) and Wolf's Dragoons
These are the no-nonsense, genetically modified, warrior societies. Bent on redeeming manking through superior breeding and firepower, the Warden Clans seek to restore the human race to a long lost golden era. The heroes of Mechwarrior 2 and Ghost Bear's Legacy, many recieved their firt introduction to Battletech through their initial experiences piloting Clan Wolf and Clan Ghost Bear 'Mechs.
Imperial Guard = Inner Sphere and Mercenary
Not as advanced, without the beefy men and machines of the Clans, the Great Houses of the Innersphere can hold their own against the onslaught of the Clans, Pirates, Word of Blake, and rival houses through their grit and tenacity. If you're familiar with Mechwarrior 2: Mercenaries, Mechwarrior 3, Mechwarrior 4, or Mechwarrior Online, then you've tested your mettle with, and against, the armies of the Inner Sphere.
Eldar and Tau = Comstar
If you like to play a faction with a mysterious past and endless supply of advanced technology, the Comstar is the faction for you. Highly secretive masters of LosTech, Comstar is a quasi-religious faction responsible for preserving what remains of man's advancements made before and lost in the fires of the Succession Wars.
On the outskirts of civilization, in the pleasure circuses of Circinus or lurking in the shadows of uncharted asteriod fields, Periphery and Pirate factions offer players a chance to create unique forces with scapped and cobbled-together aesthetics.
Chaos = Word of Blake and Clans (Crusader Clans: Jade Falcon, Smoke Jaguar, etc.)
Both the Word of Blake and the Crusader Clans represent the default "bad guys" of Alpha Strike. In the names of their leaders and long-deceassed heroes, these groups have attempted to force their views upon the rest of the Inner Sphere through violence. If you're looking for the facton that does whatever it takes to win, doesn't mind installing cybernetic implants to improve combat performance at a loss of self, and generally want to be "that guy," then you will fit right in with the Word of Blake and Crusader Clans.
"Aye Commissar!"
One of the most important differences between Alpha Strike and Warhammer 40K is Alpha Strike does not use WYSIWYG ("what you see is what you get"). In Alpha Strike, you are welcome to substitute miniatures and variants with other pieces--just exercise good sportsmanship and make sure your opponent is aware of the substitution from the start. Some of us have become accustomed to WYSIWYG, and have made great strides to create new, interesting, and dynamic Alpha Strike models.
Because of this design, it is possible to collect and paint a competitive and pleasing force for standard games in a relatively short period of time. What's more, using the Lance Packs and metal models from Iron Wind Metals, this means a player can purchase and field an average size force for less than $50.00!
Weapons On-Line//All Systems nominal
When you're ready to build your force, use the tools available on the Battletech MUL to research, compare, and build and print unit cards for free!
The Catalyst Game Labs Shop has all your Alpha Strike rules, compendiums, and Lance Pack needs!
If you're looking to add some heavy metal to your force, check out Iron Wind Metals for a full line of Alpha Strike miniatures.
Camospecs Online is full of great modifications and fantastic paint schemes of miniatures from all factions and periods of the game. It is under construction at this time, so some features may not be active.
BE SURE TO CHECK OUT THE HPG UPLINK (LINKS) PAGE FOR MORE GREAT RESOURCES!
For this initial post, I'm sharing some of my favorite bitz that I keep stocked in the box. These are my go-to for their flexibility with sizes, aesthetics, and ease of use. We'll look at common pieces, their use, and finally how to order these from Iron Wind Metals.
Missile Bitz
Viking Missile Pods (IWM 20-933E VKG-2F Viking Side Missiles) Primitive Longbow Missile Pods (from IWM 20-5077 Longbow LGB-0C, but any of the Longbow missile pods are great pieces to keep on hand) Salamander Arms (IWM 20-790 PPR-5S Salamander Missile Arm) Zeus Arms (IWM 20-814MSA Zeus Missile Arm) LE Catapult Missile Boxes (from IWM CATLTD-06 Limited Edition Catapult) Thunderbolt LRM (IWM 20-993F Thunderbolt Gun/Missile Pod Sprue) |
Primitive Thunderbolt Missile Pod (from IWM 20-5076 Thunderbolt TDR-1C)
Thunderbolt TDR-10M Missile Pod (from IWM 20-5032 Thunderbolt TDR-10M)
Primitive Griffin Missile Pod (from IWM BT-346 Griffin GRF-1A)
Reseen Griffin Missile Pod (IWM 20-200 D Griffin Gun/Missile Pod)
Primitive Shadow Hawk Missile Pod (from IWM CE-001 Shadow Hawk SHD-1R)
Cannons, PPCs, Etc.
No-Dachi Arms (IWM 20-693ARM NKA-1K No-Dachi Arm Sprue) Zeus Arms (IWM 20-814GNA Zeus Gun Arm) Black Knight Arms (from IWM 20-774 Black Knight) Orion Weapons (from IWM 20-397 Orion ON1-M) Jagermech Arms (IWM 20-815B Jagermech Arm/Gun Sprue) Not Pictured Shadow Hawk RAC (IWM 20-212D Shadow Hawk Gun) Hollander Gauss Rifle (IWM 20-793GN B2K-F3 Hollander Gun) Primitive Shadow Hawk Gun (from IWM CE-001 Shadow Hawk SHD-1R) Shadow Hawk Cannon (from IWM 20-5141 Shdow Hawk SHD-2H) |
Other Useful Bitz
These are the little detail bitz that really make a piece unique. Making a melee-based Berzerker Lance like that features in Combat Manual: Kurita? Be sure to pick up the No-Dachi arms sprue to make sword wielding varients of the Hatchetman, Wolverine, and Charger. This example, by Camospecs Online artist Savage Coyote, should provide more than ample inspiration for building giant stompy robots with building-slicing swords! If you're going for a Kurita aesthetic, the sashimono (back banners) from the Shiro and Hitotsume-Kozo are great additions. |
Although it makes the miniature a magnet for incoming fire, adding pitz and pieces to show a C3 Master piece is one of my favorite mods. This is also one of the most challenging--how do you show on the outside of a piece equipment mounted on the inside? One of the easiest methods to do this is add extra antenna or a satellite dish from the Crab or Mobile HQ models. If you're wanting a more robust bit, then use the top turret from an Owens to represent the computer suite.
Ordering Bitz from Iron Wind Metals
If you're a clan player and want to make sure that your Thor Prime and your Thor D are clearly different, the use the Onmi Mech Parts page to order variant pieces to make nearly all of the 3050 omnis. If you love omnis and Jerone Blake and his writings, and think that the rest of the Inner Sphere needs to love Blake or suffer their transgressions in nuclear fire, then be sure to outfight your rightesous army with Word of Blake Omni Mech Parts.
There is also a small selection of very special variant parts for the Koschi and Hammerhands located in the Mech Variant Parts section.
Have your own go-to bitz, favorite pieces, or boss mods? Share them below in the comments!
objective
Restrictions (completely arbitrary)
- May only change one unit per era.
- May include up to two substitutes per era.
- PV may be no more than 250.
Models
background
Early Succession Wars (154-174 PV)
With three sniper options, this lance could easily substitute as a Fire Lance instead (Alpha Strike Companion, p. 154).
The high PV of this lance will make adding perks and adjusting pilot skills a challenge. It does, however, serve its intended purpose: a big, jump-capable wall of zombie 'Mech metal.
Late Succession Wars - Lostech (152 PV)
These changes prevent this lance from switching between Fast Assault and Fire Support lances. With the diverse unit roles this era adds, however, it can now become either a Fast Assault or a Command Lance (Alpha Strike Companion, p. 155) if a Striker makes its way into the mix. Surprisingly, the LosTech era doesn't damage the original design of this lance significantly. It remains a survivable, mobile unit.
Late Succession Wars - Renaissance (146-159 PV)
In this era, the Crockett returns as the Katana CRK-5003-2. The two points less armor and 0/-1/-2 points difference in damage brackets sacrificed in the conversion save this unit 8 PV. The Katana remains a respectable foe. Coupled with the return of the Highlander HGN-732, the combinations of this lance are formidable.
The ultimate unit choices depend on the role this lance will play: Fast Assault or Fire Support (or Command with a Striker). With these options, however, this era provides the most flexibility of roles for this unit to fulfill--perfect for the War of 3039!
Clan Invasion through FedCom Civil War (169 PV)
This era witnesses the retirement and replacement of the Shadow Hawk SHD-2K with the Kintaro KTO-K. This iconic Kurita 'Mech is both strikingly ugly and a hard-hitter. Because the previous era's models lacked jump jets these did not qualify for addition in the earlier builds. The Kintaro KTO-K, however, fulfills that need and brings with it a helluva punch (4/4/0). What's more, the addition of C3 demands a capable, mobile, and survivable spotter. (While there are some i would gladly take over this one, the Kintaro has a wider range of era-playability.)
The DCMS is one of the first factions to implement C3. Even though it inflates PV, it provides numerous benefits to improve to-hit numbers. With the addition of C3, and the move into this era, allows the Shadow Hawk to swap out for another iconic Kurita unit: the Kintaro. Strikingly ugly but a hard-hitter, I avoided putting the prvious era's models in the lance because of the lack of jump jets. The Kintaro KTO-K, however, fulfills that need and brings with it a helluva punch (4/4/0).
It does lack the long range attack of the Shadow Hawk, but both the Victor VTR-C and the Grasshopper GHR-C have long range attacks that their previous models lacked. Comparatively between the three (SHD-2K, VTR-9B, and GHR-5H v. KTO-K, VTR-C, and GHR-C), the damage brackets rise from 8/10/2 to 11/11/3. With the combined-fire nature of C3, this is a substantial gain! Even with the usual PV inflation of C3, this lance remains less costly than its Early Succession War counterpart full of LosTech (though not by much).
To maintain the C3 network, the Katana upgrades to a Katana CRK-5003-CM. The performance of the units is negligably different; the CRK-5003-CM loses one point of short range attack to gain the C3M ability. It is slightly more expensive than the CRK-5003-2, but well worth the investment for the C3 network. What's more, if playing with MHQ rules, this unit has an MHQ rating of eight.
Unfortunately, this lance looses some of the role flexibility of previous eras. This unit will find it hard pressed to fulfill any roles beyond Fast Assault.
Jihad through Early Republic (160-178 PV)
In tune with the eras of play, this lance carries more than a touch of munch. C3, improved jump jets, and experimental tech, this unit exemplifies the idea of a mobile assault lance.
To maintain the C3 network requires the carryover of the Katana CRK-5003-CM. To make things interesting, the lance can take the Katana CRK-5003-CJ. Because these are two different versions of the same 'Mech, it won't cost any FP (faction points) as a duplicate unit! The performance of this unit is akin to that of the Highlander HGN-732. Making this switch is like adding a HGN-732 with improved jump jets and C3--a tough and highly mobile unit that can deal respectable damage. In can act as an anchor for the unit, a body guard for the C3M, or a Gojira-sized C3 spotter in a pinch.
The Shadow Hawk makes a return as the Shadow Hawk SHD-3K. An classic chasis style with upgraded weapons, this machine is a slightly up-gunned versin of the SHD-2K. The damage brackets improve to 2/3/2 from 1/2/2 and the movement moves to 10"j from 10"/6"j, gaining 4" to make that nice, rounded, and complete 10" jump (instead of the bizarre fraction). With all this and a bag of C3 chips, this sniper returns to be able to maneuver and harass enemy units better than before.
Like the Clan Invasion and FedCom Civil War units, this lance also benefits from MHQ8. What's more, with the diverse unit role options, this lance would be a great option to assume the Command Lance formation and really put the MHQ to good use with an appropriate Striker unit. If nothing else, it can maintain its inspiration's role as a Fast Assault lance.
Long Live the Dragon!
Sure, not all of the models his as hard as other 'Mechs that come in and out of the timeline, but this unit will allow players to field a force throughout the major eras of play.
Notes
- The Victor--no matter the model--is often the first casualty of this lance. If you're faced with wanting to make a substitute, this would be the unit I'd switch first.
- The Highlander is a beast--survivable, mobile, and dangerous.
- This is why the Katana CRK-5003-CJ is also a beast--it has a similar survivability and damage profile with improved jump jets and C3.
- Using C3 in later eras will prove most beneficial if included in organizations where as many units as possible also use it.
- No, there's no Dragon. Yes, it is easiest to build a multi-era DCMS lance with the Dragon and it is an iconic Kurita 'Mech. It does not, however, meet the play style I was after.
- Considering the units used, this would likely come from a well-supplied unit like the Sword of Light, Otomo, or Izanagi. Remember, when looking at multi-era playability, not all units have storied histories and for the DCMS, these are the three that would most likely have access to these 'Mechs.
- Need to find units to build your own lance for Battletech Alpha Strike? Use the Battletech MUL!
Cap'n Ed
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