Battletech - Also known as Trannytech

Here's a neat trick, a few years ago CGL added a new Tbolt variant and it's pre-Amaris so its available in any time period and its just an AC/20, LRM-10 and 14 SHS. No one expects the Tbolt to be a Hunchback.

Pft, that's funny. I still prefer the Thunderbolt, something about it just makes me like it more.

Yup, right arm big gun energy weapon, torso missiles and medium lasers, and left arm machine guns for both.
It's a great all-arounder, it moves at 4/6 which is good enough, it has near max armor and it's got an asymmetrical layout that balances long and short range weapons between both sides of the record sheet so that if one side torso gets popped, you can still hit back.
 
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I like to joke that the Thunderbolt is my favorite medium mech. Those extra fifteen tons let it be very well rounded in it's capabilities.
Can't forget the -5SE variant that really is a 65 ton medium. It drops the MGs and the SRM-2 and downgrades the LRM-15 to an LRM-10 to fit jump jets and two more heatsinks, keeping the LL and three ML. So its 4/6/4, still asymmetrical, and keeps the 13 tons of armor, and its basic Succession Wars tech. There's also the -9SE for the Clan Invasion era that swaps out the LL for an LPL, drops a ton of LRM ammo but goes from 17 SHS to 15 DHS and with that one ton of LRM ammo moved to the LT from the CT it adds CASE and another half ton of armor to max it out.

The Eridani Light Horse have their reputation for a reason, it seems.
 
The Thunderbolt is an excellent heavy mech. Damn tough, a good selection of models to handle pretty much anything and for those of us who like quirks, its Rugged (2) and Ubiquitous make maintenance a breeze. Multi-Trac is just the cream on top.

The Confederation delivers once more. Long live Stalin Liao!


Here's a neat trick, a few years ago CGL added a new Tbolt variant and it's pre-Amaris so its available in any time period and its just an AC/20, LRM-10 and 14 SHS.

I just want to rip out two sinks and replace them with medium lasers so i can make a heavy Centurion 😅
 
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Hello thread, long time lurker, first time poster. I have a friend who's running Battletech Total Warfare 9th ed as an RPG (him as the GM, the players as the merc company). I am completely new to this system. I'd like to play a light mech since the existing players have put on the tonnage. I've built a little Commando (see attached) and would like some advice on how to proceed or if there are other mechs I should look at. I'd like to have a utility role for marking targets for artillery and attacking smaller vehicles and conventional infantry (hence the MG's) while playing defense for the other lights in the Company (two Mongoose MON-68's with 1 large laser apiece).

Year is 3044 and tech level is Standard. Mech sheet is below.

Argo Commando.png

Any tips - construction, meta, or strategy and tactics - would be much appreciated!
 
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Hello thread, long time lurker, first time poster. I have a friend who's running Battletech Total Warfare 9th ed as an RPG (him as the GM, the players as the merc company). I am completely new to this system. I'd like to play a light mech since the existing players have put on the tonnage. I've built a little Commando (see attached) and would like some advice on how to proceed or if there are other mechs I should look at. I'd like to have a utility role for marking targets for artillery and attacking smaller vehicles and conventional infantry (hence the MG's) while playing defense for the other lights in the Company (two Mongoose MON-68's with 1 large laser apiece).

Year is 3044 and tech level is Standard. Mech sheet is below.

View attachment 7059670

Any tips - construction, meta, or strategy and tactics - would be much appreciated!
i hate machine guns
 
Hello thread, long time lurker, first time poster. I have a friend who's running Battletech Total Warfare 9th ed as an RPG (him as the GM, the players as the merc company). I am completely new to this system. I'd like to play a light mech since the existing players have put on the tonnage. I've built a little Commando (see attached) and would like some advice on how to proceed or if there are other mechs I should look at. I'd like to have a utility role for marking targets for artillery and attacking smaller vehicles and conventional infantry (hence the MG's) while playing defense for the other lights in the Company (two Mongoose MON-68's with 1 large laser apiece).

Year is 3044 and tech level is Standard. Mech sheet is below.

View attachment 7059670

Any tips - construction, meta, or strategy and tactics - would be much appreciated!
Personally, I'd drop one of the machineguns and rejigger the medium lasers and heatsinks around so you get at least some jump jets. If you're driving a light 'Mech you're already at the mercy of RNG so as to avoid getting one-shot by anything heavier than a Locust, and if your objective is to TAG things for artillery you're going to want to be able to get in and out of line of sight without having to deal with intervening terrain. A single MG will maul infantry just fine. As for the light vehicles, the rest of the lance should be able to take care of them. Or, if you're feeling ballsy, you can just run up and punt them.
 
i hate machine guns
I haven't tried them, will report back with opinions.
Personally, I'd drop one of the machineguns and rejigger the medium lasers and heatsinks around so you get at least some jump jets. If you're driving a light 'Mech you're already at the mercy of RNG so as to avoid getting one-shot by anything heavier than a Locust, and if your objective is to TAG things for artillery you're going to want to be able to get in and out of line of sight without having to deal with intervening terrain. A single MG will maul infantry just fine. As for the light vehicles, the rest of the lance should be able to take care of them. Or, if you're feeling ballsy, you can just run up and punt them.
Not sure how to do that in MekLab but I'll try it out after my first engagement. I'd like to test drive the build a bit before making a call. The build has about a ton of armor extra I think so I could shed that to help fit on jets if ever.

I did look at a Locust before but it's a one-trick pony, picked the Commando because it's more all around. Felt like it would be better to learn the ropes with a more "standard" mech.
 
Any tips - construction, meta, or strategy and tactics - would be much appreciated!
My recommendation is to ditch the Commando and take a jumping bug instead, but this is because I hate the Commando for some reason unknown even to me. It's probably one of your better choices if tonnage is the only restriction here, though. Still, for an increase of 10 tons and a half million C-bills you could pilot a Panther instead, and that's my favorite little shitbox.
 
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Hello thread, long time lurker, first time poster. I have a friend who's running Battletech Total Warfare 9th ed as an RPG (him as the GM, the players as the merc company). I am completely new to this system. I'd like to play a light mech since the existing players have put on the tonnage. I've built a little Commando (see attached) and would like some advice on how to proceed or if there are other mechs I should look at. I'd like to have a utility role for marking targets for artillery and attacking smaller vehicles and conventional infantry (hence the MG's) while playing defense for the other lights in the Company (two Mongoose MON-68's with 1 large laser apiece).

Year is 3044 and tech level is Standard. Mech sheet is below.

View attachment 7059670

Any tips - construction, meta, or strategy and tactics - would be much appreciated!
Its essentially a Mongoose but its a pretty decent 25t build, personally I'd put the ammo in the head though.

I did look at a Locust before but it's a one-trick pony, picked the Commando because it's more all around. Felt like it would be better to learn the ropes with a more "standard" mech.
I would've recommended a Javelin-10F for that.
 
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Hello thread, long time lurker, first time poster. I have a friend who's running Battletech Total Warfare 9th ed as an RPG (him as the GM, the players as the merc company). I am completely new to this system. I'd like to play a light mech since the existing players have put on the tonnage. I've built a little Commando (see attached) and would like some advice on how to proceed or if there are other mechs I should look at. I'd like to have a utility role for marking targets for artillery and attacking smaller vehicles and conventional infantry (hence the MG's) while playing defense for the other lights in the Company (two Mongoose MON-68's with 1 large laser apiece).

Year is 3044 and tech level is Standard. Mech sheet is below.

View attachment 7059670

Any tips - construction, meta, or strategy and tactics - would be much appreciated!
>Commando
Hell yeah. I'm a fan of the 1D variant myself.
 
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>Commando
Hell yeah. I'm a fan of the 1D variant myself.
I picked it knowimg nothing about it, what's good about the Commando compared to other mechs?

I would've recommended a Javelin-10F for that.
I checked out the 10-F after you posted and yeah, with jump capabilities and basically the same weapons as what I had it is definitely a better learner 'mech.
My recommendation is to ditch the Commando and take a jumping bug instead, but this is because I hate the Commando for some reason unknown even to me. It's probably one of your better choices if tonnage is the only restriction here, though. Still, for an increase of 10 tons and a half million C-bills you could pilot a Panther instead, and that's my favorite little shitbox.
The GM eventually put a 3 million C-bill budget for lights, which I think the Panther still would have fit in quite nicely.

A big factor in my choice was that I started with the Locust and saw the flat defense boost Narrow/Low profile was and wanted to keep that, so the Commando fit pretty well.

Plus the rest of the players run pretty heavy so having a light to round things out seemed like a good idea to me
 
I picked it knowimg nothing about it, what's good about the Commando compared to other mechs?
Don't get me wrong, it's not the best. I just like its design and armaments, but it's a pretty solid mech. Good heat, good weapons (usually), can punch pretty hard if you target the right mechs, only major issue is that it tends to run light ammo so you'll have to use them sparingly. I will say the 7X is probably one of the better variant simply because it has another laser and an extra ton of ammo on default, which imo should be the only build you should run with it. Speed is life, especially on lights, especially on the Commando due to how lightly armored it is. It's also not even that good in terms of speed either, but as mentioned makes up for it with good firepower.
Would recommend messing around with your build using Solaris Skunk Werks and MegaMek to get the most of your variant.
 
Don't get me wrong, it's not the best. I just like its design and armaments, but it's a pretty solid mech. Good heat, good weapons (usually), can punch pretty hard if you target the right mechs, only major issue is that it tends to run light ammo so you'll have to use them sparingly. I will say the 7X is probably one of the better variant simply because it has another laser and an extra ton of ammo on default, which imo should be the only build you should run with it. Speed is life, especially on lights, especially on the Commando due to how lightly armored it is. It's also not even that good in terms of speed either, but as mentioned makes up for it with good firepower.
Would recommend messing around with your build using Solaris Skunk Werks and MegaMek to get the most of your variant.
My personal favourite is the 3A, strips another ton of armour to up the 4 to a 6 and adds on a flamer. Load it up with inferno and in SuccWar era you're going to keep mechs redlining constantly.
 
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