Mordel's Bar & Grill
CWZ-A4 Clausewitz
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chihawk
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PostPosted: 04-Sep-2003 08:19    Post subject: RE: CWZ-A4 Clausewitz Reply to topic Reply with quote

Heat isn't an issue with that mech to me...you have 2 seperate weapon "systems" on the mech: PPCs and MLs. Firing all of either set and moving puts you at less than +2 heat. That's the best design feature on the mech.

Problems:

1) You can't protect the rear or either side arc. You need to put something in the mech's arms to defend against something getting behind you. You wouldn't need something in both arms because anything supporting the mech could protect one side. Solution: Move one of the PPCs to an arm.

2) The Hatchet. It costs 7% of your mech's weight and in most cases you won't get to use it. You'd get a lot more use out of LRM15 and 2 tons of ammo, or 1 ton of ammo and another heat sink. (Another reason that kind of goes against the reasons for creating mechs...game mechanically at 100 tons 2 punches or a kick is better than a hatchet. The reason being that 2 punches give you 2 1:6 chances to roll for crit on the head, and a successful kick results in the target making 2 pilot checks, with the kick being 1 easier to hit than the full-body hatchet.)

3) The fluff is terrible. This mech doesn't need to be in a cold weather environment to fight well. This mech will do well anywhere, provided the pilot is experienced enough not to just blast away without understanding the capabilities of the mech. And lets be honest, how many "green" pilots get to pilot assault mech? This unit also would never have been mothballed, it's too potent to do that. And any level 2 upgrade that it would receive probably would even need an XL, which would make it an even more potent mech.

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Slythis
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PostPosted: 04-Sep-2003 10:38    Post subject: RE: CWZ-A4 Clausewitz Reply to topic Reply with quote

Quote:

On 2003-09-04 08:19, chihawk wrote:
Heat isn't an issue with that mech to me...you have 2 seperate weapon "systems" on the mech: PPCs and MLs. Firing all of either set and moving puts you at less than +2 heat. That's the best design feature on the mech.

Problems:

1) You can't protect the rear or either side arc. You need to put something in the mech's arms to defend against something getting behind you. You wouldn't need something in both arms because anything supporting the mech could protect one side. Solution: Move one of the PPCs to an arm.

2) The Hatchet. It costs 7% of your mech's weight and in most cases you won't get to use it. You'd get a lot more use out of LRM15 and 2 tons of ammo, or 1 ton of ammo and another heat sink. (Another reason that kind of goes against the reasons for creating mechs...game mechanically at 100 tons 2 punches or a kick is better than a hatchet. The reason being that 2 punches give you 2 1:6 chances to roll for crit on the head, and a successful kick results in the target making 2 pilot checks, with the kick being 1 easier to hit than the full-body hatchet.)

3) The fluff is terrible. This mech doesn't need to be in a cold weather environment to fight well. This mech will do well anywhere, provided the pilot is experienced enough not to just blast away without understanding the capabilities of the mech. And lets be honest, how many "green" pilots get to pilot assault mech? This unit also would never have been mothballed, it's too potent to do that. And any level 2 upgrade that it would receive probably would even need an XL, which would make it an even more potent mech.




1) I'm considering Rearmounting 2 of the medium lasers

2) I just like Hatchets, not sure why.

3) I know, I'm sorry, fluff isn't exactly my strong point. but atleast I made an attempt this time.

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chihawk
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PostPosted: 04-Sep-2003 11:11    Post subject: RE: CWZ-A4 Clausewitz Reply to topic Reply with quote

Quote:

On 2003-09-04 10:38, Slythis wrote:
1) I'm considering Rearmounting 2 of the medium lasers
2) I just like Hatchets, not sure why.
3) I know, I'm sorry, fluff isn't exactly my strong point. but atleast I made an attempt this time.



1) NO!!!! Put them in the arm! A rear firing weapon only can fire in the rear, a weapon in an arm fires into 3 different arcs. You get more 'bang for the buck.'

2) I slightly mispoke, a kick from a 100 tonner results in 2 pilot checks at +1. That +1 is huge for normal pilots.

3) It's written well, it's just what you wrote is bad

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PostPosted: 04-Sep-2003 13:25    Post subject: RE: CWZ-A4 Clausewitz Reply to topic Reply with quote

CWZ-B5 Clausewitz

Chassis: Standard
Power Plant: GM 300
Cruising Speed: 32.25
Maximum Speed: 53.75
Jump Jets: Unknown
Jump Capacity: 90 meters
Armor: Standard
Armament:
2 PPCs
7 Medium Lasers
1 LRM 15
Manufacturer: Kallon Industries
Primary Factory: Talon
Communications System: Exeter Longscan 200
Targeting and Tracking System: Federated Hunter

Overview:
Named for the Prussian General Karl von Clausewitz this
battlemech in it's time had Savaging firepower but also the heat
troubles that plauge the Stalker.

Capabilities:
The Clausewitz requires it's pilot to keep a close tab on his heat but can bring to bare the kind of firepower that few mechs of it's day could match. Jump Jets make up for this mech's slower movement rate. Though it's high heat makes an Alpha strike impossible
in all but the coldest places the Clausewitz is a thinking man's mech. Two PPCs give the Clausewitz it's ranged bite while seven medium lasers combine for a ferious close range barrage.

Battle History:
The Clausewitz saw only limited action in any major conflicts and were mothballed for most of the 3050s and 60s with the introduction of the Scipio.


CWZ-B5 Clausewitz

Technology Base: - Inner Sphere - Level 1
Equipment Mass
Internal Structure: 10
Engine: 300 19
Walking MP: 3
Running MP: 5
Jumping MP: 3
Heat Sinks: 22 12
Gyro: 3
Cockpit: 3
Armor Factor: 288 18

Internal Armor
Structure Value
Head 3 9
Center Torso 31 44
Center Torso(rear) 15
R/L Torso 21 30
R/L Torso(rear) 10
R/L Arm 17 30
R/L Leg 21 40

Weapons and Ammo Location Critical Tonnage
PPC LA 3 7
Medium Laser LT 1 1
Medium Laser LT 1 1
Medium Laser LT 1 1
Jump Jet LL 1 2
Jump Jet RL 1 2
Medium Laser RT 1 1
Medium Laser RT 1 1
Medium Laser RT 1 1
PPC RT 3 7
LRM 15 RA 3 7
LRM 15 Ammo RA 1 1
Jump Jet CT 1 2
Medium Laser H 1 1


I think thats a little better... I'll likly use both versions just to see if people pick up on that weakness (sadly noone outside of the B&G has yet)
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[ This Message was edited by: Slythis on 2003-09-04 13:26 ]
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PostPosted: 04-Sep-2003 13:32    Post subject: RE: CWZ-A4 Clausewitz Reply to topic Reply with quote

Now we're talking.

Some might say to put the ammo in the torso but I don't think that's really nessessary.

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PostPosted: 04-Sep-2003 13:38    Post subject: RE: CWZ-A4 Clausewitz Reply to topic Reply with quote

And just for good measure....

CWZ-D7 Clausewitz

Chassis: Standard
Power Plant: GM 300
Cruising Speed: 32.25
Maximum Speed: 53.75
Jump Jets: Unknown
Jump Capacity: 90 meters
Armor: Standard
Armament:
2 ER PPCs
7 ER Medium Lasers
1 LRM 15
Manufacturer: Kallon Industries
Primary Factory: Talon
Communications System: Exeter Longscan 200
Targeting and Tracking System: Federated Hunter

Overview:
Named for the Prussian General Karl von Clausewitz this
battlemech in it's time had Savaging firepower but also the heat
troubles that plauge the Stalker.

Capabilities:
The Clausewitz requires it's pilot to keep a close tab on his heat but can bring to bare the kind of firepower that few mechs of it's day could match. Jump Jets make up for this mech's slower movement rate. Though it's high heat makes an Alpha strike impossible
in all but the coldest places the Clausewitz is a thinking man's mech. Two ERPPCs and an LRM 15 give the Clausewitz it's ranged bite
while seven ER Medium lasers combine for a ferious close range barrage.

Battle History:
The original Clausewitz saw only limited action in any major conflicts and were mothballed for most of the 3050s and 60s with the introduction of the Scipio. Though recently an updated version of these mechs with Double heatsinks and ER weapon tech has begun production. It's armour and internal structure were not updated due to lack of internal space, and the engine for survivability.


CWZ-D7 Clausewitz

Technology Base: - Inner Sphere - Level 2
Equipment Mass
Internal Structure: 10
Engine: 300 19
Walking MP: 3
Running MP: 5
Jumping MP: 3
Heat Sinks: 20(40) - Double 10
Gyro: 3
Cockpit: 3
Armor Factor: 303 19

Internal Armor
Structure Value
Head 3 9
Center Torso 31 47
Center Torso(rear) 15
R/L Torso 21 32
R/L Torso(rear) 10
R/L Arm 17 34
R/L Leg 21 40

Weapons and Ammo Location Critical Tonnage
ER Medium Laser LA 1 1
ER Medium Laser LA 1 1
ER PPC LA 3 7
ER Medium Laser LT 1 1
ER Medium Laser LT 1 1
ER Medium Laser LT 1 1
Jump Jet LL 1 2
Jump Jet RL 1 2
ER PPC RT 3 7
LRM 15 RA 3 7
LRM 15 Ammo - Artemis IV RA 2 2
ER Medium Laser CT 1 1
Jump Jet CT 1 2
ER Medium Laser H 1 1


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chihawk
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PostPosted: 04-Sep-2003 13:44    Post subject: RE: CWZ-A4 Clausewitz Reply to topic Reply with quote

And that's a great lvl2 upgrade.

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PostPosted: 04-Sep-2003 15:11    Post subject: RE: CWZ-A4 Clausewitz Reply to topic Reply with quote

Quote:

On 2003-09-04 07:54, chihawk wrote:
FASA/Fanpro has more than enough bad mechs that there's no need to create any .



But this way it's your own bad mech.

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