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Wolfhound III WF-3D
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Daphne Wilde
Star League Defense Force
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PostPosted: 03-Feb-2014 19:45    Post subject: Wolfhound III WF-3D Reply to topic Reply with quote

TRO:
                 BattleMech Technical Readout

Name/Model:      Wolfhound III WF-3D
Technology:      Clan (Rating - F)
Tonnage:         35
Configuration:   Biped BattleMech
Era/Year:        Late Succession Wars / 3049
Rules (Current): Tournament Legal
Rules (Era):     Tournament Legal
Rules (Year):    Tournament Legal
Total Cost:      6,002,910 C-Bills
Battle Value:    1,847

Chassis:              Endo Steel
Power Plant:          210 XL
Cruising Speed:       64.8 kph  
Maximum Speed:        97.2 kph  
Jump Jets:            None
    Jump Capacity:    None
Armor:                Standard
Armament:             
    1 Large Pulse Laser
    4 ER Medium Lasers
Manufacturer:         Unknown
    Primary Factory:  Unknown
Communications:       Unknown
Targeting & Tracking: Unknown

======================================================================================
Overview:
    This is the logical progression of an Inner-sphere design taken over by clan
    tech's.

Capabilities:
    This pure energy mech was originally developed during the finial stages of the
    Succession wars.  While the original was a well balanced fighting machine, this
    version simply takes the finial logical step and upgrades all the electronic
    and weapon systems while confusing an opponent by the use of standard armor.

Deployment:
    All these units are with the 82 Division based on Io in the Sol star system.

Variants:
    The only known variant replaces the Large Pulse with an ER PPC. This makes it
    similar to the Kurita Pather in configuration and mission.

Notable MechWarriors:
    No information provided

======================================================================================
Equipment                                            Mass                             
--------------------------------------------------------------------------------------
Internal Structure:               Endo Steel          2.00                            
Engine:                             210 XL            4.50                            
    Walking MP:                       6                                               
    Running MP:                       9                                               
    Jumping MP:                       0                                               
Heat Sinks (Double):               10 [20]            0.00                            
Gyro:                              Standard           3.00                            
Cockpit:                           Standard           3.00                            
Armor Factor:                        119              7.50                            
    Type:                          Standard                                           

                            Internal         Armor     
                            Structure        Value     
    Head:                       3              9       
    Center Torso:              11             18       
    Center Torso (rear):                       4       
    R/L Torso:                  8             13       
    R/L Torso (rear):                          3       
    R/L Arm:                    6             12       
    R/L Leg:                    8             16       

======================================================================================
Weapons and Ammo                             Location          Critical     Tonnage   
--------------------------------------------------------------------------------------
Large Pulse Laser                               LA                2          6.00             
2 ER Medium Lasers                              LT                2          2.00             
TAG                                             LT                1          1.00             
ECM Suite                                       H                 1          1.00             
Targeting Computer                              CT                2          2.00             
2 ER Medium Lasers                              RT                2          2.00             
Active Probe                                    RT                1          1.00             

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Lt.Col.Daphne Wilde
504 Para. 82 Div.
Io

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Vagabond
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PostPosted: 03-Feb-2014 23:05    Post subject: Wolfhound III WF-3D Reply to topic Reply with quote

i'd have preferred to maintain the CT and CT(R).
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Sleeping Dragon
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PostPosted: 04-Feb-2014 00:00    Post subject: Wolfhound III WF-3D Reply to topic Reply with quote

Not that it can keep all those lasers firing continually and moving for a long time anyway Wink
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Daphne Wilde
Star League Defense Force
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Joined: 19-Sep-2003 00:00
Posts: 425
Location: United States
PostPosted: 04-Feb-2014 10:46    Post subject: Wolfhound III WF-3D Reply to topic Reply with quote

I have a philosophy on playing Battletech.- I don't place stuff in my rear arc cuz I figure if i am stupid enough to allow someone into that area then I deserve to die.

As for firing everything and moving... Truth to tell doing something like that would be dumb of me... Thats they way an amateur would fight his mech. ( no offense and I'm not calling you an amateur just generalizing ) If in a pinch i *WILL* touch off everything and hope the God of the dice is smiling on me, however thats a last resort.
Placing your shots, understanding the ranges and to-hit modifiers and such while allowing for your movement, terrain, opponents movement and all the lil other details are what separate those who can and do vs those who can't and died.
( and trust me, i did a LOT of dying learning to play and those hard lessons.)
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Lt.Col.Daphne Wilde
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Io

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Mordel
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PostPosted: 04-Feb-2014 18:56    Post subject: Re: Wolfhound III WF-3D Reply to topic Reply with quote

Daphne Wilde wrote:
I have a philosophy on playing Battletech.- I don't place stuff in my rear arc cuz I figure if i am stupid enough to allow someone into that area then I deserve to die.


Sometimes an enemy in your rear arc is unavoidable. Sometimes it's actually something you want. In either case, I almost never (if ever) would put a rear facing weapon. I'd instead opt for arms that flip and place a few weapons in them.
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Sleeping Dragon
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Posts: 4820
Location: Czech Republic
PostPosted: 05-Feb-2014 16:07    Post subject: Wolfhound III WF-3D Reply to topic Reply with quote

I'm not telling you to make this to an alpha-boat, but this thing can only fire two medium lasers and LPL or ERML battery while standing still to generate 0 heat. While moving and going alpha you'd get ugly 12 heat, which should be avoided. Ideally on overheating mode you'd be generating some 4 points for 0 modifiers, but that would be harder to achieve with current configuration, but replacing one of the medium lasers with an additional DHS could get you lower alpha output, but overall you could fire more often.
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Vagabond
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PostPosted: 05-Feb-2014 19:06    Post subject: Wolfhound III WF-3D Reply to topic Reply with quote

i find rear facing weapons useful for those times when a fight gets into a good brawl and you can take an opportunity shot with your rear gun.

it is also useful against infantry.

As such, I would relocate 2 lasers to CT and make 1 a rear facing SPL. Token defense vs sneaky infantry, a pop gun for opportunity shots, and it maintains the original mechs visual profile.
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