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  1. 'Mech of the Week: WSP-** Wasp
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  12. August 25, 2004, 04:20:49 PM
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  17. CBT Forums | General Battletech | General Discussion | Topic:
  18. 'Mech of the Week: WSP-** Wasp« previous next »
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  21. Author Topic: 'Mech of the Week: WSP-** Wasp (Read 717 times)
  22. CoyoteWarDog
  23. Warrant Officer
  24. Offline | Posts: 787
  25. 'Mech of the Week: WSP-** Wasp
  26. on: July 26, 2004, 07:42:04 PM
  27.  
  28.  
  29. Yep, that's right folks, it's another 3025 'mech this
  30. week, and you know what that means: a nice, long article
  31. with lots of different variants to discuss.
  32.  
  33. Well, not as long as the JagerMech article, probably.
  34. This week's subject, the Wasp is a 20-ton 'mech (the
  35. smallest ever covered in this feature), and there's only
  36. so much you can say about a 20-ton 'mech anyway.
  37. Anyway, let's get down to business.
  38.  
  39. The primary Level 1 model is the WSP-1A, which dates
  40. back to 2471 when it was supposedly the first recon 'meh
  41. ever mass-produced for the Terran armed forces.
  42. Boasting a 6/9/6 movement curve that was highly
  43. respectable for the time period, the WSP-1A is armed
  44. with a medium laser and an SRM two-rack. This gives it
  45. more effective firepower than either of it's 3025 20-ton
  46. bug-named counterparts, the Stinger and Locust. But the
  47. loadout is almost as wasteful; infantry might actually
  48. pose a legitimate threat to a 20-ton 'mech, but is there
  49. anyone who hasn't wished the Stinger and Locust hadn't
  50. junked their machine guns in favor of more medium
  51. lasers? I didn't think so. Granted, the Wasp's SRM 2
  52. is certainly more useful than the MG... but not as
  53. effective as another pair of medium lasers would have
  54. been! Given the Wasp's armor, which is poor even for
  55. its weight class, the removal of dangerous ammo bins the
  56. laser swap would have facilitated looks even more
  57. attractive.
  58.  
  59. But how much difference it would actually make is
  60. debatable. This is a 20-ton 'mech; it's battlefield
  61. effectiveness is inherently limited, and you can't
  62. extend those limits very far. It's pretty much
  63. guarenteed to die in a stand-up fight against anything
  64. outside the lightweight class, and even a direct
  65. confrontation with a 30 or 35 tonner might be pushing
  66. it. In the 3025-era BT novels, the Wasp and its two
  67. brothers always seem to turn up doing light duty where
  68. real combat isn't expected, and that's about where it
  69. ends up in actual gameplay as well. A player with
  70. admirable shoot-and-scoot discipline can succeed with
  71. the Wasp as a recon asset, but most of us will want to
  72. invest a few more C-Bills in something at least a little
  73. heavier.
  74.  
  75. As with many L1 'mechs, theWasp's variants exist mostly
  76. only for the sake of having variants. The WSP-1D
  77. replaces the SRMs with a flamer and pair of small
  78. lasers. Hurray. The WSP-1K also sacrifices the SRMs
  79. for a machine gun and an additional half-ton of armor.
  80. The marginal increase in protection isn't enough to make
  81. up for the severe weakening of what little firepower the
  82. Wasp actually had.
  83.  
  84. The WSP-1L and 1W, however, actually merit
  85. consideration. The Liao variant simplifies the original
  86. pair of weapons into a single SRM 4. One point of
  87. potential damage is lost in the switch, but the
  88. modification has some merit because it allows the Wasp
  89. to use full jump movement fire an alpha strike (such as
  90. it is) without generating any excess heat. The WSP-1A
  91. only generates one point of heat with a full jump and
  92. alpha, but it's worth considering, and the single SRM
  93. rack does have a certain elegance.
  94.  
  95. The Wolf's Dragoons WSP-1W gets even more style points.
  96. This is a 'mech designed for getting up close and
  97. personal with the enemy: very close, and about as
  98. personal as a prostate exam. (More signature fodder,
  99. people. ) Armed with six, count 'em, six small lasers,
  100. the WSP-1W requires even more ba...-er, intestinal
  101. fortitude from its pilot than other 'mechs in its weight
  102. class, needing to get within three hexes of the enemy to
  103. do them any harm. The actual damage that can be
  104. inflicted from such an attack if successful, however, is
  105. actually quite respectable, considering the size of the
  106. Wasp and its probably opponents. I don't think I'm
  107. MechWarrior enough to try this variant, but if anyone
  108. else has had good results with it, I'd love to hear
  109. about them.
  110.  
  111. The Wasp was long a mainstay of the Free Worlds League's
  112. light 'mech forces, so it's appropriate that House Marik
  113. was the first to field a variant with recovered
  114. technology. The WSP-3M is a direct upgrade of the 1A,
  115. with endo steel internal structure and ferro-fibrous
  116. armor creating free weight to switch the laser to a
  117. pulse model and add CASE for the SRM ammo bin. The CASE
  118. does a lot to enhance the Wasp's survivability, and the
  119. pulse laser's accuracy is useful for engaging the highly
  120. agile opponents the Wasp is likely to engage in combat.
  121. The loss of a mere three armor points won't really be
  122. felt. However, a better idea might have been to leave
  123. the standard medium laser in place and use the free ton
  124. to upgrade to a Streak SRM 2 and add another half-ton of
  125. armor.
  126.  
  127. The WSP-1S is a direct swap of the 1D model, making the
  128. same structure and armor changes as the Marik model.
  129. But the 1S's new medium pulse laser is still backed up
  130. by the old small laser/flamer arrangement, relegating
  131. this variant to inferiority despite its slightly greater
  132. armor protection.
  133.  
  134. The WSP-3W gained nothing in the changeover to Level 2
  135. technology and lost quite a bit. The new ferro-fibrous
  136. armor load amounts to only 36 points, and instead of
  137. using the saved weight for something useful, the WSP-3W
  138. only had two of its small lasers changed to pulse types.
  139. So much more could have been accomplished with this
  140. variant: the transformation of a stylish curiosity into
  141. a credible battlefield asset. Instead, the WSP-3W is
  142. yet another example of newtech upgrades gone wrong. The
  143. Dragoons should have known better.
  144.  
  145. The advent of Project Phoenix brought about another
  146. reconsideration of the ancient Wasp chassis and two new
  147. variants, the WSP-3L and 3S. The Liao Reseen variant
  148. uses endo steel construction. A beefed-up layer of
  149. stealth armor and the attending ECM assist the 'mech in
  150. its recon role, while an extended-range medium laser and
  151. RL/10 offer greater reach (if less endurance) than its
  152. predecessors. If only the heat sinks had been switched
  153. to doubles so that the WSP-3L could use its stealth
  154. armor and weapon continuously, the Capellans really
  155. might have had something here. Without the DHS, this
  156. Wasp is a nice, but not great, upgrade.
  157.  
  158. The WSP-3S is the only Wasp to use a new-tech
  159. powerplant. With a light engine and DHS, the 3S
  160. features an active prove and ECM for its intel-gathering
  161. mission and a pair of ER medium lasers for its offensive
  162. bite (or defensive sting, as the case may be). The
  163. wisom of investing of a relatively espensive light
  164. engine in a 20-ton recon 'mech is questionable, but when
  165. has money ever been an issue for the Lyrans?
  166.  
  167. But while the Phoenix Wasps are admirable efforts, they
  168. may be too late and a C-Bill short. Many argue that the
  169. entire light 'mech class has been rendered obselete by
  170. the pace of new technology the question these members
  171. of the smallest of the light weight classes may have
  172. entirely outlived their usefulness.
  173.  
  174.  
  175.  
  176. Report to moderator
  177.  
  178.  
  179.  
  180. Weirdo
  181. Master Sergeant
  182. Offline | Posts: 346
  183. God of Insanity
  184.  
  185. Re: 'Mech of the Week: WSP-** Wasp
  186. Reply #1 on: July 26, 2004, 08:04:49 PM
  187.  
  188.  
  189. What no mention of the Wasp LAM? (j/k)
  190.  
  191. My personal favorite is the -1W. A Wasp is going to
  192. close anyway, so you might as well go pointblank, and
  193. this one shines at pointblank shots(literally). I use it
  194. like a stiletto(not the mech), and keep it moving from
  195. cover to cover, until it can sneak up on someone and put
  196. some pain in their back. Also, the small size and light
  197. guns of the Wasp have one of two benifits in combat, as
  198. my opponents always react in either of the following
  199. ways:
  200.  
  201. 1) "You're kidding, you brought a Wasp into combat? I
  202. gotta kill that thing, on general principles!" (Actual
  203. quote)
  204.  
  205. The Wasp is singled out for particular punishement, and
  206. a skilled pilot can evade most of it. Meanwhile, the
  207. rest of my force is being spared, and they're STILL
  208. dishing out pain. And if you wonder about the evading
  209. fire bit, come back to me after you've led a Maelstrom
  210. on a merry chase with one of these things.
  211.  
  212. 2) "Meh, it's just a Wasp."
  213.  
  214. The Wasp is ignored, and can go about its stiletto
  215. mission that much more easily. Either go for back shots,
  216. or use it to put that final few points of damage or
  217. crits in that brings down a big one.
  218.  
  219. It's a fun little bugger, and moreover, it's cute. I'll
  220. never be able to drive one with a straight face again
  221. though, thanks to your prstate exam line.
  222.  
  223. Weirdo, God of Insanity
  224. Report to moderator
  225.  
  226.  
  227.  
  228. lugnut
  229. Master Sergeant
  230. Online | Posts: 304
  231. Jigga Mech?
  232.  
  233. Re: 'Mech of the Week: WSP-** Wasp
  234. Reply #2 on: July 26, 2004, 08:21:44 PM
  235.  
  236.  
  237. If I had to choose one to use, it'd be the 3S.
  238.  
  239. The ECM and TAG make it far more useful than other
  240. variants.
  241. Report to moderator
  242.  
  243.  
  244.  
  245. CoyoteWarDog
  246. Warrant Officer
  247. Offline | Posts: 787
  248. Re: 'Mech of the Week: WSP-** Wasp
  249. Reply #3 on: July 26, 2004, 10:05:06 PM
  250.  
  251.  
  252. Quote from: Weirdo on July 26, 2004, 08:04:49 PM
  253. I'll never be able to drive one with a straight face
  254. again though, thanks to your prstate exam line.
  255.  
  256.  
  257.  
  258. My work here is done.
  259. Report to moderator
  260.  
  261.  
  262.  
  263. Weirdo
  264. Master Sergeant
  265. Offline | Posts: 346
  266. God of Insanity
  267.  
  268. Re: 'Mech of the Week: WSP-** Wasp
  269. Reply #4 on: July 26, 2004, 10:13:29 PM
  270.  
  271.  
  272. Hehe.
  273.  
  274. You have to wonder how many fights I go into with a
  275. straight face at all, though.
  276.  
  277. Those who know me will tell you that that's a small
  278. number indeed. You've just given me yet another thing to
  279. giggle about in the back of my head, whilst those around
  280. me nervously look for tranq guns and straightjackets.
  281. Report to moderator
  282.  
  283.  
  284.  
  285. Rage
  286. Captain
  287. Offline | Posts: 1802
  288. For you, baby, I can be
  289.  
  290. Re: 'Mech of the Week: WSP-** Wasp
  291. Reply #5 on: July 26, 2004, 10:22:42 PM
  292.  
  293.  
  294. Ah the Wasp. I love this little bugger. When mixed in
  295. with more threatening targets they're harsh. I
  296. especially love the 1L. It's always popped an ammo bin
  297. each time I've used it. And it's such a beautiful sight
  298. to watch a Davionista Atlas go up in flames
  299. Report to moderator
  300.  
  301.  
  302.  
  303. DragonClaw
  304. Sergeant
  305. Offline | Posts: 142
  306. FED-0155
  307.  
  308. Re: 'Mech of the Week: WSP-** Wasp
  309. Reply #6 on: July 26, 2004, 10:28:21 PM
  310.  
  311.  
  312. All hail the WSP-3W! The cheapest BV Mech in existence!
  313. When you are making a force by BV, it helps you have a
  314. monster at the other end of the list.
  315. Report to moderator
  316.  
  317.  
  318.  
  319. DragonClaw
  320. Sergeant
  321. Offline | Posts: 142
  322. FED-0155
  323.  
  324. Re: 'Mech of the Week: WSP-** Wasp
  325. Reply #7 on: July 26, 2004, 10:34:15 PM
  326.  
  327.  
  328. Quote from: CoyoteWarDog on July 26, 2004, 07:42:04 PM
  329. Many argue that the entire light 'mech class has been
  330. rendered obselete by the pace of new technology the
  331. question these members of the smallest of the light
  332. weight classes may have entirely outlived their
  333. usefulness.
  334.  
  335.  
  336. Just ask the road repair crew what size of Mech they
  337. prefer stomping down the city street!
  338. & you don't need an assault 'Mech to MG a mob of unruly
  339. citizens!
  340. Report to moderator
  341.  
  342.  
  343.  
  344. Cozmic
  345. Master Sergeant
  346. Offline | Posts: 372
  347. Khan of Clan Doom Penguin
  348.  
  349. Re: 'Mech of the Week: WSP-** Wasp
  350. Reply #8 on: July 26, 2004, 10:43:38 PM
  351.  
  352.  
  353. The Wasp's cool, and I like the design alot, but the 3L
  354. is one of the dumbest things ever IMO. Give it double
  355. heat sinks and it would rock, but when you overheat from
  356. using armour.. well, that's just dumb.
  357. Report to moderator
  358.  
  359.  
  360.  
  361. jibbajabbawocky
  362. Lieutenant
  363. Offline | Posts: 1053
  364. Precentor Martial of the Word of Zoidberg
  365.  
  366. Re: 'Mech of the Week: WSP-** Wasp
  367. Reply #9 on: July 26, 2004, 11:10:25 PM
  368.  
  369.  
  370. I've never really had a problem with Wasps, they have a
  371. place on the battlefield, and like most light 'mechs,
  372. require some skill to use, but can be just annoying
  373. enough to turn the tide.
  374. Report to moderator
  375.  
  376.  
  377.  
  378. Tslammer
  379. Master Sergeant
  380. Offline | Posts: 267
  381. Re: 'Mech of the Week: WSP-** Wasp
  382. Reply #10 on: July 26, 2004, 11:14:42 PM
  383.  
  384.  
  385. I would disagree that the Light mech as a class is
  386. obsolete. In a stand up fight they are in trouble as
  387. the treat level and the class of weapons as tended to
  388. grow and will easily put big holes in even a fully
  389. armored 20 ton mech.
  390. They fullfill an off the mainfield role that is very
  391. important to the overall battle. On the mainbattlefield
  392. they work best as ambush assassin kinds of mechs used in
  393. heavy cover.
  394.  
  395. However in the RP world of campaigns and tactical
  396. actions Light mechs work great and can be great
  397. harassing (cheap) forces to attack supply lines destory
  398. APC's needed to take and hold territory etc. They are
  399. great for figureing out where your enemy is located.
  400. With out them you are at the mercy of areospace
  401. supperiority and satelite imagery.
  402.  
  403.  
  404. Report to moderator
  405.  
  406.  
  407.  
  408. Challenger
  409. Private
  410. Offline | Posts: 48
  411. "Don't be stupid son."
  412.  
  413. Re: 'Mech of the Week: WSP-** Wasp
  414. Reply #11 on: July 26, 2004, 11:41:32 PM
  415.  
  416.  
  417. Light mechs arn't obsolete because they can do things no
  418. other mech class can. ie go realy realy fast
  419.  
  420. Unfortunatly the Wasp is obsolete. The P. Hawk is as
  421. fast and a mech better fighter and the Wraith is just
  422. plain better. For saying all that the Wasp is cheap and
  423. yet still faily effective scout in 3067. Not everyone
  424. can afford the best out there and any mech is better
  425. than no mech.
  426.  
  427. Challenger
  428. Report to moderator
  429.  
  430.  
  431.  
  432. Solaran_X
  433. Sergeant
  434. Offline | Posts: 117
  435. Re: 'Mech of the Week: WSP-** Wasp
  436. Reply #12 on: July 27, 2004, 01:02:37 AM
  437.  
  438.  
  439. The Wasp, Stinger, Locust, and other low-end light
  440. 'Mechs may be obsolete in the Inner Sphere...but there
  441. is a myriad of Periphery powers and pirate bands and
  442. minor fiefdoms that gobble up "newtech" 'Mechs like a
  443. fat kid in a candy store. And the L2 light 'Mechs are
  444. cheap, available (in 3067), and semi-easy to maintain.
  445. Especially for the Magistracy, with their friendship
  446. with the Capellans.
  447. Report to moderator
  448.  
  449.  
  450.  
  451. Stad
  452. Recruit
  453. Offline | Posts: 24
  454. Re: 'Mech of the Week: WSP-** Wasp
  455. Reply #13 on: July 27, 2004, 01:17:51 AM
  456.  
  457.  
  458. Wasps will always serve as Training Mechs for those
  459. nerdy mechjocks who have yet to find their balance and
  460. do not want to fall over 12 meters.
  461.  
  462. I've used the 1W, got alot of respect for that... but
  463. yah they are all made of paper. and I've seen paperclips
  464. take a bigger hit...
  465.  
  466. that srm2 in the leg also sucks. why someone whould make
  467. it necessary to only punch I don't understand...
  468. Report to moderator
  469.  
  470.  
  471.  
  472. Helaman
  473. Warrant Officer
  474. Offline | Posts: 549
  475. Senior Auditor - Capellan Tax Office
  476.  
  477. Re: 'Mech of the Week: WSP-** Wasp
  478. Reply #14 on: July 27, 2004, 01:38:24 AM
  479.  
  480.  
  481. This was long overdue... I'd like to see more of the
  482. older models reviewed.
  483.  
  484. The Wasp LAM? Sucks. The stinger is effective with 3
  485. Medium lasers, whereas the was retains its crapply
  486. SRM2... its only advantage for both Standard and LAM
  487. versions? Inferno BBQ.
  488.  
  489.  
  490. Report to moderator
  491.  
  492.  
  493.  
  494. Sarge
  495. FanPro Commando
  496. Offline | Posts: 374
  497. VI Lyran Guard-- Got what it Takes?
  498.  
  499. Re: 'Mech of the Week: WSP-** Wasp
  500. Reply #15 on: July 27, 2004, 01:43:29 AM
  501.  
  502.  
  503. If you are going to use an SRM 2 make it an SRM 2 and
  504. not a Streak unless you use several Streak 2's together
  505. off of the same ammo bin.
  506.  
  507. Light 'mechs are VERY viable: however on the small areas
  508. which most of us normally play B Tech they don't seem to
  509. be. I played and 18 map scenario which only used 21
  510. lances ( that comes out to about 5 miniatures per map so
  511. it's actually quite sparsely populated). Those light
  512. 'mechs did what the fluff always said they do--- flank
  513. like mad and force the enemy to turn his forces or slow
  514. his advance or they'd be hit in the rear.
  515.  
  516. -Sarge
  517. Report to moderator
  518.  
  519.  
  520.  
  521. Rorke
  522. Warrant Officer
  523. Offline | Posts: 644
  524. Pragmatic Imperialism at your service
  525.  
  526. Re: 'Mech of the Week: WSP-** Wasp
  527. Reply #16 on: July 27, 2004, 01:54:03 AM
  528.  
  529.  
  530. My first two mechs in Battletech were the Awesome and a
  531. Wasp, but this is about the Wasp.....
  532.  
  533. The little bleeder was murderously effective flanking
  534. for it's big brother, seldom did it kill anything but
  535. that wasn't the point. It found the opposition and then
  536. gave them hell. I didn't bother much with the 3050
  537. upgrades of the Wasp, but i admit to being tempted by
  538. the latest S. A light engine sounds like a good
  539. compromise solution for a light mech such as this. The
  540. weapons package seems strong by comparison with earlier
  541. models, and the ECM is always a welcome addition in this
  542. weight class. We'll have to see, usually i field
  543. Spectres for recon and harassment. With Wolfhounds and
  544. Javelins for supporting light roles, but the 3S may be a
  545. good addition to them.
  546. Report to moderator
  547.  
  548.  
  549.  
  550. Solaran_X
  551. Sergeant
  552. Offline | Posts: 117
  553. Re: 'Mech of the Week: WSP-** Wasp
  554. Reply #17 on: July 27, 2004, 01:55:14 AM
  555.  
  556.  
  557. I like the old Sarge avatar better...but this one is
  558. pretty sweet.
  559. Report to moderator
  560.  
  561.  
  562.  
  563. CoyoteWarDog
  564. Warrant Officer
  565. Offline | Posts: 787
  566. Re: 'Mech of the Week: WSP-** Wasp
  567. Reply #18 on: July 27, 2004, 02:42:52 AM
  568.  
  569.  
  570. OK folks, I'd prefer this didn't turn into a replay of
  571. the infamous "Are light 'mechs obselete?" debate (or a
  572. discussion of alluring avatars), if at all possible.
  573. Report to moderator
  574.  
  575.  
  576.  
  577. CoyoteWarDog
  578. Warrant Officer
  579. Offline | Posts: 787
  580. Re: 'Mech of the Week: WSP-** Wasp
  581. Reply #19 on: July 27, 2004, 02:45:02 AM
  582.  
  583.  
  584. Quote from: CoyoteWarDog on July 27, 2004, 02:42:52 AM
  585. OK folks, I'd prefer this didn't turn into a replay of
  586. the infamous "Are light 'mechs obselete?" debate
  587.  
  588.  
  589. ...OK, having looked at the rest of the forum, I guess I
  590. don't have to worry about that.
  591. Report to moderator
  592.  
  593.  
  594.  
  595. Sarge
  596. FanPro Commando
  597. Offline | Posts: 374
  598. VI Lyran Guard-- Got what it Takes?
  599.  
  600. Re: 'Mech of the Week: WSP-** Wasp
  601. Reply #20 on: July 27, 2004, 04:45:34 AM
  602.  
  603.  
  604. Quote from: CoyoteWarDog on July 27, 2004, 02:45:02 AM
  605. Quote from: CoyoteWarDog on July 27, 2004, 02:42:52 AM
  606. OK folks, I'd prefer this didn't turn into a replay of
  607. the infamous "Are light 'mechs obselete?" debate
  608.  
  609.  
  610. ...OK, having looked at the rest of the forum, I guess I
  611. don't have to worry about that.
  612.  
  613.  
  614. Indeed! My post was entirely supportive of them!
  615.  
  616. In fact some of the light 'mechs that really shined in
  617. that scenario were the Wasp, Locust, Hermes and Spider.
  618.  
  619. -Sarge
  620.  
  621. PS: Solaran_X this avatar is a gift from TwinkieMonkie
  622. and Wombat.
  623. Report to moderator
  624.  
  625.  
  626.  
  627. peterlacasse
  628. Warrant Officer
  629. Offline | Posts: 557
  630. Re: 'Mech of the Week: WSP-** Wasp
  631. Reply #21 on: July 27, 2004, 04:55:26 AM
  632.  
  633.  
  634. The Wasp is great for the Baron of Backwater Canyon. On
  635. his limited budget, he can't afford any assault mechs to
  636. tromp through the town square, scaring the townsfolk
  637. into doing what he says. A handful of Wasps, though, is
  638. cheaper than even one assault mech, and it's not like
  639. the townspeople are ever going to actually defy him, so
  640. it doesn't matter that the Wasp's actual combat
  641. usefulness is low. When you're intimidating grannies
  642. and city slickers, a Wasp is as good as a Victor, and
  643. sometimes better - it can get to the site of trouble
  644. (say, a union rally) much faster, and its laser and SRM
  645. kill unarmed protesters just as dead as a PPC or
  646. autocannon.
  647. Report to moderator
  648.  
  649.  
  650.  
  651. dart_omega
  652. Sergeant
  653. Offline | Posts: 199
  654. quick snap the photo be for they come back
  655.  
  656. Re: 'Mech of the Week: WSP-** Wasp
  657. Reply #22 on: July 27, 2004, 05:19:41 AM
  658.  
  659.  
  660. I use 1Ws in City Missions as you can sneak up on the
  661. enemy.
  662. Much more deadly in DB Games with Level one era tech.
  663.  
  664. I have trashed many a Atlas with the 1Ws in my lvl 1 DB
  665. games when in Citys.
  666.  
  667. though the 1A load 'em with Naplam Missiles and fire 'em
  668. in the hex the enemy PBIs are in and no problems with
  669. thost rost Crunchies..then again I did the same when I
  670. had Clan BA on me..fired Naplam on my own mech..so much
  671. fun knowing that the enemy BA was rosting alive in their
  672. suits....so don't Count 1As out as anti-PBIs/BA most
  673. deffently don't count them out when they can help out a
  674. friend that are swarmed by pest such as BA and unarmored
  675. PBIs
  676.  
  677. so for me the 1A is a good anti-Infs/BA unit if used
  678. right.
  679. Last Edit: July 27, 2004, 12:04:30 PM by
  680. dart_omegaReport to moderator
  681.  
  682.  
  683.  
  684. TBK
  685. Warrant Officer
  686. Offline | Posts: 431
  687. Balance in all things
  688.  
  689. Re: 'Mech of the Week: WSP-** Wasp
  690. Reply #23 on: July 27, 2004, 12:41:36 PM
  691.  
  692.  
  693. I'll break this down into two posts, for time's sake.
  694. The first post, this one, will cover the IS1 Wasps and
  695. I'll lead off with the grades:
  696.  
  697. WSP-1AWSP-1DWSP-1KWSP-1LWSP-1W
  698. MobilityCCCCC
  699. ProtectionCBBCB
  700. FirepowerC+C+DCC+
  701. G.P.A.2.102.432.002.002.43
  702.  
  703. As you can see above, the Wasp is pretty much an average
  704. IS1 20-ton mech. They move 6/9/6, which is good, but
  705. nothing special. Most carry 3 tons of armor, which is
  706. par for the course. The Kuritan variant gets a "B"
  707. grade in Protection, thanks to its additional half ton
  708. of armor, while the Davion and Wolf's Dragoons variants
  709. merited "B" grades for their lack of ammunition. The
  710. WSP-1A managed a "C+" for firepower, thanks to its
  711. combination of range and damage. The WSP-1D got a "C+"
  712. for the increased damage, if decreased range, and the
  713. lack of reliance on ammunition. The WSP-1K received a
  714. "D" for being less damaging than the base Stinger and
  715. Locust at the same ranges while maintaining a massive
  716. ammunition load. The WSP-1L is similar to and less
  717. damaging than the WSP-1A, so it earned a "C". The
  718. WSP-1W, with double the firepower and 1/3 the range of
  719. the WSP-1A, earns a "C+" in firepower, partially for the
  720. lack of ammunition weapons.
  721.  
  722. Overall, the WSP-1D and WSP-1W earn the highest marks
  723. with a 2.43 GPA for a "C-/B+" overall grade. The WSP-1A
  724. earns a just slightly respectable 2.10 GPA for a "C/C+"
  725. grade. The WSP-1K and WSP-1L earn noticeably
  726. unremarkable "C" grades with their flat 2.00 GPAs.
  727.  
  728. Now for a little about how to use Wasps in-game. Aside
  729. from situations where you have to use a Wasp (e.g.
  730. playing a unit/character with one) when would you want
  731. to use one of these? The WSP-1D is a fun little city
  732. fighter, with its lasers and flamer, kind of like a
  733. Firestarter without the ammo. The WSP-1W is a beast in
  734. the close confines of cities, canyons, and arenas. Slap
  735. infernos in a WSP-1A and you've got a cheap, effective
  736. vehicle-killer. The WSP-1K is great at mowing down
  737. unarmored infantry, but not so good at anything else.
  738. The WSP-1L? It's good if you have to jump 6 hexes every
  739. round and alpha-strike while doing okay damage at
  740. middling ranges (okay, that was a stretch).
  741.  
  742. Finally, I always liked the look of the unseen Wasp. If
  743. I could, I punch up the ratings a bit for that, but I'm
  744. trying to remain impartial...
  745. Last Edit: July 27, 2004, 12:43:45 PM by TBKReport
  746. to moderator
  747.  
  748.  
  749.  
  750. Rage
  751. Captain
  752. Offline | Posts: 1802
  753. For you, baby, I can be
  754.  
  755. Re: 'Mech of the Week: WSP-** Wasp
  756. Reply #24 on: July 27, 2004, 01:49:09 PM
  757.  
  758.  
  759. Quote from: Stad on July 27, 2004, 01:17:51 AM
  760. Wasps will always serve as Training Mechs for those
  761. nerdy mechjocks who have yet to find their balance and
  762. do not want to fall over 12 meters.
  763.  
  764. I've used the 1W, got alot of respect for that... but
  765. yah they are all made of paper. and I've seen paperclips
  766. take a bigger hit...
  767.  
  768. that srm2 in the leg also sucks. why someone whould make
  769. it necessary to only punch I don't understand...
  770.  
  771.  
  772.  
  773. Stingers are better for training since they're slightly
  774. cheaper, and that adds up. As for the SRM in the leg,
  775. it doesn't make sense since all of the illustrations of
  776. the Wasp have the SRM rack in the left torso/shoulder..
  777. Report to moderator
  778.  
  779.  
  780.  
  781. Marwynn
  782. Warrant Officer
  783. Offline | Posts: 773
  784. House Kurita: Our Scorpions are cooler than yours
  785.  
  786. Re: 'Mech of the Week: WSP-** Wasp
  787. Reply #25 on: July 27, 2004, 01:58:27 PM
  788.  
  789.  
  790. I have no idea why, but karma or the dice gods have
  791. always directed shots to any of my WSP-1As to its SRM2
  792. on the leg. If I'm being shot at in the punch table,
  793. it'll miss unless it only needed 2s to hit. Of course,
  794. this means that I'm legless with a Wasp almost all the
  795. time, but I've never truly lost one.
  796.  
  797. Stingers on the other hand... sigh, all shots go for the
  798. CT on that poor 'Mech. The WSP should've gotten quite a
  799. few new variants with the new tech, say an XL and 7/11/7
  800. movement and such.
  801. Report to moderator
  802.  
  803.  
  804.  
  805. Tslammer
  806. Master Sergeant
  807. Offline | Posts: 267
  808. Re: 'Mech of the Week: WSP-** Wasp
  809. Reply #26 on: July 27, 2004, 04:10:42 PM
  810.  
  811.  
  812. We once ran a Solaris double blind fight at Norwestcon
  813. with the base mech size for this open tournament was 50
  814. tons. You could buy this up or down. We had a young
  815. kid who wanted to play a Wasp and not buy down, finally
  816. after looking at what they ohter players were bringing I
  817. said ok you can have two plus spare parts cause you are
  818. going to need them. All fights were in modified Iron
  819. mounatin maps so limited jumping.
  820.  
  821. His first fight you guessed it a Hunchback. Pullling
  822. out his other mech he draws a Hatchetman I felt sorry
  823. for the kid. But he wanted to play his favorite mech
  824. which was cool that someone new to the game liked such a
  825. small mech instead of the great big ones.
  826.  
  827.  
  828. Report to moderator
  829.  
  830.  
  831.  
  832. CoyoteWarDog
  833. Warrant Officer
  834. Offline | Posts: 787
  835. Re: 'Mech of the Week: WSP-** Wasp
  836. Reply #27 on: July 27, 2004, 07:15:31 PM
  837.  
  838.  
  839. This article has been posted on my website. If you want
  840. to save the Hankyu 'MotW piece, grab it now because it's
  841. going bye-bye very soon.
  842. Report to moderator
  843.  
  844.  
  845.  
  846. ColTodd
  847. Warrant Officer
  848. Offline | Posts: 515
  849. Re: 'Mech of the Week: WSP-** Wasp
  850. Reply #28 on: July 27, 2004, 08:49:06 PM
  851.  
  852.  
  853. What can I say....The Wasp was the first mech I ever
  854. used. So it has setimental value, but other than that
  855. there are other light mechs that can do a better job.
  856. Report to moderator
  857.  
  858.  
  859.  
  860. DragonClaw
  861. Sergeant
  862. Offline | Posts: 142
  863. FED-0155
  864.  
  865. Re: 'Mech of the Week: WSP-** Wasp
  866. Reply #29 on: July 27, 2004, 09:57:16 PM
  867.  
  868.  
  869. Quote from: Tslammer on July 27, 2004, 04:10:42 PM
  870. His first fight, you guessed it, a Hunchback. Pulling
  871. out his other mech he draws a Hatchetman....
  872. SO? Did he win?
  873.  
  874. Report to moderator
  875.  
  876.  
  877.  
  878. Papoose
  879. Sergeant
  880. Offline | Posts: 164
  881. Re: 'Mech of the Week: WSP-** Wasp
  882. Reply #30 on: July 27, 2004, 10:05:34 PM
  883.  
  884.  
  885. Can be very effective in 3025 games, but you have to
  886. keep moving! Don't get caught standing still and only
  887. go stand-up when approaching someone from behind.
  888. Report to moderator
  889.  
  890.  
  891.  
  892. JadeHellbringer
  893. Lieutenant
  894. Offline | Posts: 821
  895. Battle fleet? We don't need no steenking fleet!!!
  896.  
  897. Re: 'Mech of the Week: WSP-** Wasp
  898. Reply #31 on: July 28, 2004, 08:02:13 PM
  899.  
  900.  
  901. In the first campaign I ever played in Battletech, I
  902. played as Clan Jade Falcon circa 3051. Our GM also
  903. played as the FedCom though... and so he did everything
  904. in his power to screw the Clans over. So instead of a
  905. player starting off with a Star of OmniMechs, or at
  906. least ONE... I ended up starting with the choice of an
  907. LCT-1V Locust or a WSP-1A Wasp. I was the ONLY ONE who
  908. took the Wasp, and I never did regret it.
  909.  
  910. The Wasp has always had a soft spot in my heart, both
  911. for those early days and for it's sleek, impressive
  912. appearance. Though it is one of the smallest Mechs on
  913. the field, it LOOKS much more powerful- and while in
  914. gameplay, that doesn't do a thing for you, it can make
  915. all the difference to a Mechwarrior. Want proof? Read
  916. the Incubus' fluff.
  917.  
  918. The 1A is a pretty basic light design, using a medium
  919. laser and an SRM-2. The placement of the SRM in the Left
  920. Leg (!) is interesting, as it makes it impossible to
  921. fire it unless the target is in your forward facing arc-
  922. no torso twisting. I have never understood leg-mounted
  923. weapons besides A-pods, and this Mech was why I started
  924. to wonder. This flaw aside, this is about as good as a
  925. Level 1 20-tonner gets. The firepower isn't any better
  926. than the similar Stinger, but the SRMs have better range
  927. to compensate for the missiles damage pattern of 'might
  928. hit with both... might not'. Jumping also gives it a
  929. great advantage over the Locust.
  930.  
  931. The variant Level 1 Wasps are pretty lame. The 1D puts
  932. in small lasers in place of the SRM, which is a
  933. debatable but interesting move... but then puts out the
  934. medium laser in favor of a flamer. Folks, if you have a
  935. choice between the two... NEVER. EVER. PICK. THE.
  936. FLAMER. I cannot stress that enough. This ruined a
  937. potentially interesting Mech. The 1K meanwhile tried to
  938. make the Wasp into a Stinger by keeping the laser but
  939. removing the SRM for a machine gun and more armor. Look,
  940. a 20 tonner can't carry efficient armor anyway- this
  941. sure isn't a big improvement, not at the cost of
  942. firepower. The 1L uses a single SRM-4 as it's only
  943. weapon... intriguing, and fun if you have inferno
  944. missiles and put it in a good hiding spot- but not
  945. really worth using over the 1A. And the 1W... I don't
  946. know for sure if this holds the record or not, but I
  947. believe this may be the single most powerful 20 tonner
  948. (canon) in Level 1 play. Six small lasers make it
  949. undeniably dangerous to a similar size Mech, and even
  950. enough to cause a medium to worry a little. But... like
  951. the 1D, it has to be within three hexes (90 meters) of
  952. it's target to fire at all. OW! I'll keep the 1A.
  953.  
  954. Level 2 brought about more efficient Wasp versions...
  955. usually.
  956.  
  957. First off, the 3M is the intended heir to the throne of
  958. the 1A as the 'premier' Wasp. And it works. Upgrading to
  959. a medium pulse laser in place of the old one is
  960. interesting, but the two tons would be better used for
  961. two standard mediums. Moving the SRM to the right torso
  962. gives it better fields of fire, and the addition of CASE
  963. and Ferro-Fibrous armor (along with Endo Steel) allows
  964. the Wasp greater survivability. This is a great light
  965. Mech, frankly, keeping the usefulness of the old 1A and
  966. merely making it better rather than giving it the
  967. tradeoff that many 3050 upgrades were saddled with.
  968.  
  969. The 1S is an upgrade of the 1D, and still isn't very
  970. worthwhile. Avoided at all costs in my games, just like
  971. it's father.
  972.  
  973. The 3W is an upgrade of the 1W, but turns two small
  974. lasers into small pulses. Nothing gained in this version
  975. over the original, really... if you liked the 1W, this
  976. is a good Mech for you. If not, avoid this one- and
  977. congratulate yourself on being sane, by the way.
  978.  
  979. Project: Phoenix revitalized many older machines, and
  980. the Wasp is no exception... but did it really work?
  981.  
  982. Liao came up with the 3L as one of their token
  983. stealth-equipped Mechs for shadow lances. Nice idea...
  984. but stealth armor creates a lot of heat. Keeping the old
  985. single heat sinks means that you can run the armor... or
  986. fire the weaponry while jumping... or overheat to the
  987. point that the Mech quickly shuts down if you do it all.
  988. If the Maskirovka didn't kick some engineer ass over
  989. this one, they should disband that whole unit. This is a
  990. true battlefield hindrance, and the more you have, the
  991. worse off you are. Xin Sheng forgot the Wasp, no doubt.
  992.  
  993. House Steiner, however... the 3S uses a pair of
  994. extended-range medium lasers, a great weapon. A light
  995. engine frees up space without making the machine too
  996. vulnerable, and ECM combined with a Beagle Probe give it
  997. great scouting abilities. This is probably the finest
  998. Wasp available, as far as my personal tactics are
  999. concerned.
  1000.  
  1001. CWD mentioned that the entire light class may be
  1002. obsolete... and he has a point. The technology is
  1003. available to make medium Mechs that can perform the same
  1004. role as the Wasp, and even better than it can. Fast
  1005. mediums like the Wraith and Grendel are excellent for
  1006. hunting down and killing scouts like the Wasp- and are
  1007. also good as scouts themselves! And it's ground speed,
  1008. while good for it's day, is paced by Mechs like the
  1009. Stormcrow- and really, 80 ton fast movers like new-style
  1010. Chargers and the Gargoyle can basically pace a Wasp.
  1011. But- there is one thing light mechs like this can still
  1012. do.
  1013.  
  1014. Two words: MERCER RAVANNION.
  1015.  
  1016. Anyone who has the original 3025 may remember this name.
  1017. Ravannion was a Kurita general who decided the key to
  1018. winning battles was to flood the field with Stingers and
  1019. Wasps- so many that no matter how hard the enemy fought,
  1020. he would be overrun. He failed at every attempt- but try
  1021. it in a BV based game! See what a group of 1A Wasps can
  1022. do to your favorite Clan assault OmniMech!
  1023.  
  1024. Maybe lights aren't quite dead after all...
  1025. Report to moderator
  1026.  
  1027.  
  1028.  
  1029. Weirdo
  1030. Master Sergeant
  1031. Offline | Posts: 346
  1032. God of Insanity
  1033.  
  1034. Re: 'Mech of the Week: WSP-** Wasp
  1035. Reply #32 on: July 28, 2004, 08:13:56 PM
  1036.  
  1037.  
  1038. Quote from: JadeHellbringer on July 28, 2004, 08:02:13
  1039. PM
  1040. Two words: MERCER RAVANNION.
  1041.  
  1042. Anyone who has the original 3025 may remember this name.
  1043. Ravannion was a Kurita general who decided the key to
  1044. winning battles was to flood the field with Stingers and
  1045. Wasps- so many that no matter how hard the enemy fought,
  1046. he would be overrun. He failed at every attempt- but try
  1047. it in a BV based game! See what a group of 1A Wasps can
  1048. do to your favorite Clan assault OmniMech!
  1049.  
  1050. Maybe lights aren't quite dead after all...
  1051.  
  1052.  
  1053. Ah, the Ravannion Doctrine. CBT's equivalent of MtG's
  1054. Weenie Horde. And even more potentially useful than the
  1055. weenies, too!
  1056. Report to moderator
  1057.  
  1058.  
  1059.  
  1060. CoyoteWarDog
  1061. Warrant Officer
  1062. Offline | Posts: 787
  1063. Re: 'Mech of the Week: WSP-** Wasp
  1064. Reply #33 on: July 28, 2004, 09:17:34 PM
  1065.  
  1066.  
  1067. Quote from: JadeHellbringer on July 28, 2004, 08:02:13
  1068. PM
  1069.  
  1070. The variant Level 1 Wasps are pretty lame. The 1D puts
  1071. in small lasers in place of the SRM, which is a
  1072. debatable but interesting move... but then puts out the
  1073. medium laser in favor of a flamer.
  1074.  
  1075. That's incorrect. The 1D still has its medium laser, in
  1076. addition to the pair of small lasers and the flamer.
  1077. Report to moderator
  1078.  
  1079.  
  1080.  
  1081. JadeHellbringer
  1082. Lieutenant
  1083. Offline | Posts: 821
  1084. Battle fleet? We don't need no steenking fleet!!!
  1085.  
  1086. Re: 'Mech of the Week: WSP-** Wasp
  1087. Reply #34 on: July 28, 2004, 10:57:32 PM
  1088.  
  1089.  
  1090. It does?
  1091.  
  1092. Wow... ah... oops. Guess my armor sheet has a flaw on
  1093. it... *grumble*
  1094.  
  1095. Don't I feel like a moron
  1096. Report to moderator
  1097.  
  1098.  
  1099.  
  1100. Quentil
  1101. Head Periphery Bum
  1102. Global Moderator
  1103. Offline | Posts: 317
  1104. The Saratoga Militia
  1105.  
  1106. Re: 'Mech of the Week: WSP-** Wasp
  1107. Reply #35 on: July 28, 2004, 11:31:30 PM
  1108.  
  1109.  
  1110. May the Wasp fly Free
  1111.  
  1112.  
  1113. Sleek and mobile, this insect scurries and floats around
  1114. the periphery of combat.
  1115. Larger cousins unaware of its existance, and uncaring
  1116. even if they were.
  1117. The little insect dallies not, intent on seeking a
  1118. pollen of information for its hive.
  1119. May the Wasp fly free!
  1120.  
  1121. One might wonder how an insect of a 'Mech can jumpkick.
  1122. One may ponder how a mere 20 tons can cripple an army.
  1123. Those two people are clearly ill-informed.
  1124. May the Wasp fly free!
  1125.  
  1126. It is true that the Wasp isn't a cause of fear.
  1127. It is a fact that the Wasp may have been forgotten long
  1128. ago.
  1129. People forgot about Kerensky and his armies too...
  1130. May the Wasp fly free!
  1131.  
  1132. Just remember one thing, dear MechWarriors, if you can:
  1133. When fighting the Rabid Cat or the lumbering
  1134. Thunderhawk.
  1135. Be sure to ignore that little pest buzzing in your ears.
  1136. As that little guy can't really do much of anything.
  1137.  
  1138. Are those reinforcements coming?
  1139. Are those inbound Arrow IVs?
  1140. How can the enemy know where you are?
  1141. And why is that incessant buzzing now gone?
  1142.  
  1143. It has already moved on...
  1144. Report to moderator
  1145.  
  1146.  
  1147.  
  1148. Nerd
  1149. Master Sergeant
  1150. Offline | Posts: 311
  1151. Third Crucis Lancers
  1152.  
  1153. Re: 'Mech of the Week: WSP-** Wasp
  1154. Reply #36 on: July 29, 2004, 03:49:18 AM
  1155.  
  1156.  
  1157. Conventional Troops Support/counter.
  1158.  
  1159. Use Infernoes and frag SRMS to kill infantry and tanks.
  1160. At 6/9/6 it can run for some safety.
  1161. Report to moderator
  1162.  
  1163.  
  1164.  
  1165. Nikas_Zekeval
  1166. Private
  1167. Offline | Posts: 32
  1168. Re: 'Mech of the Week: WSP-** Wasp
  1169. Reply #37 on: July 29, 2004, 05:05:52 AM
  1170.  
  1171.  
  1172. Quote from: Nerd on July 29, 2004, 03:49:18 AM
  1173. Conventional Troops Support/counter.
  1174.  
  1175. Use Infernoes and frag SRMS to kill infantry and tanks.
  1176. At 6/9/6 it can run for some safety.
  1177.  
  1178.  
  1179. Yes. In the scout/harasser role, that lone SRM cries
  1180. out for infernos. In Level 1 games, use it to skulk
  1181. around and add to the traditionally horrible heat curves
  1182. of the big boys.
  1183.  
  1184. As for all those ripping on the -3L. Before you call
  1185. the designer an idiot do the basic math. Endo steel 14
  1186. crits. Jump jets 6 crits. Stealth armor 12 crits.
  1187. Weapons and ECM 4 crits. That is 14+6+12+4=36
  1188. criticals. Engine size 120, 6 sinks outside the engine.
  1189. 6 crits for SHS, 18 crits for DHS. 36+18=54 crits.
  1190. even removing all the arm actuators you are allowed to
  1191. do away with a mech can only carry 51 crits. There is
  1192. simply no ROOM for DHS without cutting something out,
  1193. like the Endo or jumpjets.
  1194.  
  1195. But what use is stealth you cry? Well, this is a Scout,
  1196. yes? Blip it on for a couple turns as you rush from
  1197. cover to cover, maybe? Or did you know with stealth on
  1198. a hidden mech can ONLY be found by trying to walk into
  1199. it's hex? Use it as a LRM/Artillery spotter, it can
  1200. survive discovery and run faster than the PBIs.
  1201. Report to moderator
  1202.  
  1203.  
  1204.  
  1205. caradhras
  1206. Sergeant
  1207. Offline | Posts: 180
  1208. Re: 'Mech of the Week: WSP-** Wasp
  1209. Reply #38 on: July 29, 2004, 05:23:15 AM
  1210.  
  1211.  
  1212. Quote from: Nikas_Zekeval on July 29, 2004, 05:05:52 AM
  1213.  
  1214. As for all those ripping on the -3L. Before you call
  1215. the designer an idiot do the basic math. Endo steel 14
  1216. crits. Jump jets 6 crits. Stealth armor 12 crits.
  1217. Weapons and ECM 4 crits. That is 14+6+12+4=36
  1218. criticals. Engine size 120, 6 sinks outside the engine.
  1219. 6 crits for SHS, 18 crits for DHS. 36+18=54 crits.
  1220. even removing all the arm actuators you are allowed to
  1221. do away with a mech can only carry 51 crits. There is
  1222. simply no ROOM for DHS without cutting something out,
  1223. like the Endo or jumpjets.
  1224.  
  1225.  
  1226. Code:
  1227. --------------------------------------------------------
  1228. Type/Model: Wasp WSP-4L
  1229. Mass: 20 tons
  1230.  
  1231. Equipment: Crits Mass
  1232. Int. Struct.: 33 pts Endo Steel 14 1.00
  1233. (Endo Steel Loc: 1 HD, 6 LA, 4 RA, 1 LT, 2 RT)
  1234. Engine: 140 Fusion 6 5.00
  1235. Walking MP: 7
  1236. Running MP: 11
  1237. Jumping MP: 5
  1238. Heat Sinks: 10 Double [20] 15 .00
  1239. (Heat Sink Loc: 1 RA, 2 LT, 2 RT)
  1240. Gyro: 4 2.00
  1241. Cockpit, Life Supt., Sensors: 5 3.00
  1242. Actuators: L: Sh+UA+LA+H R: Sh+UA 14 .00
  1243. Armor Factor: 64 pts Stealth 12 4.00
  1244. (Armor Crit Loc: 2 LA, 2 RA, 2 LT, 2 RT, 2 LL, 2 RL)
  1245.  
  1246. Internal Armor
  1247. Structure Value
  1248. Head: 3 9
  1249. Center Torso: 6 8
  1250. Center Torso (Rear): 3
  1251. L/R Side Torso: 5 7/7
  1252. L/R Side Torso (Rear): 2/2
  1253. L/R Arm: 3 6/6
  1254. L/R Leg: 4 7/7
  1255.  
  1256. Weapons and Equipment Loc Heat Ammo Crits Mass
  1257. --------------------------------------------------------
  1258. 1 ER Medium Laser RA 5 1 1.00
  1259. 1 Guardian ECM LT 0 2 1.50
  1260. Stealth Armor Heat 10
  1261. 5 Standard Jump Jets: 5 2.50
  1262. (Jump Jet Loc: 1 LT, 2 RT, 2 CT)
  1263. --------------------------------------------------------
  1264. TOTALS: 15 78 20.00
  1265. Crits & Tons Left: 0 .00
  1266.  
  1267. Calculated Factors:
  1268. Total Cost: 2,171,120 C-Bills
  1269. Battle Value: 565
  1270. Cost per BV: 3,842.69
  1271.  
  1272. Pull out the RL-10, up the speed to 7, and knock off one
  1273. jump jet. There are your double heat sinks, a movement
  1274. profile roughly equivalent, and firepower you can use
  1275. with the armour.
  1276. Report to moderator
  1277.  
  1278.  
  1279.  
  1280. Wolverine
  1281. Sergeant
  1282. Offline | Posts: 174
  1283. " Groovy "
  1284.  
  1285. Re: 'Mech of the Week: WSP-** Wasp
  1286. Reply #39 on: July 29, 2004, 06:15:02 AM
  1287.  
  1288.  
  1289. I use them in my campaign as enemy harrassers, also I
  1290. apinted them up so ugly on purpose that they distract
  1291. the players from what I'm really up to. Only the Urbie
  1292. gets more laughs.
  1293. J
  1294. Report to moderator
  1295.  
  1296.  
  1297.  
  1298. peterlacasse
  1299. Warrant Officer
  1300. Offline | Posts: 557
  1301. Re: 'Mech of the Week: WSP-** Wasp
  1302. Reply #40 on: July 29, 2004, 02:04:56 PM
  1303.  
  1304.  
  1305. Quote from: Nikas_Zekeval on July 29, 2004, 05:05:52 AM
  1306. As for all those ripping on the -3L. Before you call
  1307. the designer an idiot do the basic math. Endo steel 14
  1308. crits. Jump jets 6 crits. Stealth armor 12 crits.
  1309. Weapons and ECM 4 crits. That is 14+6+12+4=36
  1310. criticals. Engine size 120, 6 sinks outside the engine.
  1311. 6 crits for SHS, 18 crits for DHS. 36+18=54 crits.
  1312. even removing all the arm actuators you are allowed to
  1313. do away with a mech can only carry 51 crits. There is
  1314. simply no ROOM for DHS without cutting something out,
  1315. like the Endo or jumpjets.
  1316.  
  1317. The designer chose to add endo steel in order to get an
  1318. extra ton of armor. That extra ton of armor is not more
  1319. important than double heat sinks. If you leave the Wasp
  1320. as it is, with 3 tons of armor and standard IS, then
  1321. there's plenty of room for dhs.
  1322.  
  1323.  
  1324.  
  1325. Quote from: Nikas_Zekeval on July 29, 2004, 05:05:52 AM
  1326. But what use is stealth you cry? Well, this is a Scout,
  1327. yes? Blip it on for a couple turns as you rush from
  1328. cover to cover, maybe? Or did you know with stealth on
  1329. a hidden mech can ONLY be found by trying to walk into
  1330. it's hex? Use it as a LRM/Artillery spotter, it can
  1331. survive discovery and run faster than the PBIs.
  1332.  
  1333. There's no point in debating the use of stealth on the
  1334. mech - it's a Liao design, so stealth armor was a
  1335. prerequisite. As it is, the stealth armor is crippled;
  1336. you can only use it for a small number of turns, and
  1337. never in actual combat. (You may as well drop the ML
  1338. for an 11th shs, which would at least let you walk with
  1339. the stealth armor enabled.)
  1340. Report to moderator
  1341.  
  1342.  
  1343.  
  1344. Weirdo
  1345. Master Sergeant
  1346. Offline | Posts: 346
  1347. God of Insanity
  1348.  
  1349. Re: 'Mech of the Week: WSP-** Wasp
  1350. Reply #41 on: August 05, 2004, 05:32:54 AM
  1351.  
  1352.  
  1353. I know this thread is an old one, but I had to tell this
  1354. to you monkeys, and this is the best place.
  1355.  
  1356. Just had a Megamek fight, and one of my 'mechs was the
  1357. -1W Wasp. Now the whole game has been brutal, up close
  1358. and personal, with things getting torn up everywhere.
  1359. Yet the ONLY two kills of the game, on either side, were
  1360. scored by this Wasp.
  1361.  
  1362. His first victim was a Raptor. The bugger first had the
  1363. bad idea to charge right into the teeth of my force.
  1364. While he survived in serviceable condition, no warranty
  1365. would be valid after that kind of beating. Due to some
  1366. good initative, I manage to get the Wasp behind him the
  1367. next turn. Two salvos later, and the Raptor is missing a
  1368. CT, as well as quite a bit of other stuff.
  1369.  
  1370. I'm already impressed by this little boy at this point.
  1371. So the game goes on for several more turns, and
  1372. presently, I am provided with perfect backshots on
  1373. another of his units. Maneuver, aim, BOHICA. Ammo boom,
  1374. plus lots of other crud, net result being another dead
  1375. 'mech.
  1376.  
  1377. Oh, did I forget to name this second victim?
  1378.  
  1379. 'Twas an Arctic Wolf, and by far the heavy punch of his
  1380. force.
  1381.  
  1382. At this point, the Wasp has suffered no more damage than
  1383. the loss of his left arm. 'Tis but a flesh wound,
  1384. considering.
  1385.  
  1386. My opponent surrendered after that.
  1387.  
  1388. Just thought I should share this with you people, incase
  1389. there were still those who believe this to be a useless
  1390. 'mech.
  1391.  
  1392. Weirdo, God of Insanity
  1393.  
  1394. PS: I'm going to name him Tinkerbastard!
  1395. Report to moderator
  1396.  
  1397.  
  1398.  
  1399. CoyoteWarDog
  1400. Warrant Officer
  1401. Offline | Posts: 787
  1402. Re: 'Mech of the Week: WSP-** Wasp
  1403. Reply #42 on: August 05, 2004, 05:41:08 AM
  1404.  
  1405.  
  1406. Quote from: Weirdo on August 05, 2004, 05:32:54 AM
  1407. I'm already impressed by this little boy at this point.
  1408. So the game goes on for several more turns, and
  1409. presently, I am provided with perfect backshots on
  1410. another of his units. Maneuver, aim, BOHICA.
  1411.  
  1412.  
  1413. If that's an acronym, it's one I'm not familar with.
  1414. Wasn't Bohica some Celtic or Saxon warrior Queen?
  1415.  
  1416. Interesting battle report at any rate, Weirdo.
  1417. Report to moderator
  1418.  
  1419.  
  1420.  
  1421. Ace Darkfire
  1422. Corporal
  1423. Offline | Posts: 86
  1424. MTL-55XA-T Militaire
  1425.  
  1426. Re: 'Mech of the Week: WSP-** Wasp
  1427. Reply #43 on: August 05, 2004, 05:46:14 AM
  1428.  
  1429.  
  1430. Quote from: CoyoteWarDog on August 05, 2004, 05:41:08 AM
  1431. Quote from: Weirdo on August 05, 2004, 05:32:54 AM
  1432. I'm already impressed by this little boy at this point.
  1433. So the game goes on for several more turns, and
  1434. presently, I am provided with perfect backshots on
  1435. another of his units. Maneuver, aim, BOHICA.
  1436.  
  1437.  
  1438. If that's an acronym, it's one I'm not familar with.
  1439. Wasn't Bohica some Celtic or Saxon warrior Queen?
  1440.  
  1441. Interesting battle report at any rate, Weirdo.
  1442.  
  1443.  
  1444. BOHICA: (If I am right)
  1445. Bend Over, Here It Comes Again
  1446. Report to moderator
  1447.  
  1448.  
  1449.  
  1450. Weirdo
  1451. Master Sergeant
  1452. Offline | Posts: 346
  1453. God of Insanity
  1454.  
  1455. Re: 'Mech of the Week: WSP-** Wasp
  1456. Reply #44 on: August 05, 2004, 05:54:23 AM
  1457.  
  1458.  
  1459. What Ace said.
  1460. Report to moderator
  1461.  
  1462.  
  1463.  
  1464. CoyoteWarDog
  1465. Warrant Officer
  1466. Offline | Posts: 787
  1467. Re: 'Mech of the Week: WSP-** Wasp
  1468. Reply #45 on: August 05, 2004, 07:11:05 AM
  1469.  
  1470.  
  1471. Ah, understood. A bit sorry I asked.
  1472. Report to moderator
  1473.  
  1474.  
  1475.  
  1476. DevastatorIIC
  1477. Master Sergeant
  1478. Offline | Posts: 292
  1479. Hey, punk, you lookin' at me?
  1480.  
  1481. Re: 'Mech of the Week: WSP-** Wasp
  1482. Reply #46 on: August 05, 2004, 07:14:10 AM
  1483.  
  1484.  
  1485. Now there's an acronym I haven't heard for a long time
  1486.  
  1487. That's an incredible performance for a Whasp [sic]. What
  1488. was the TOE for both sides, I'm curious.
  1489. Report to moderator
  1490.  
  1491.  
  1492.  
  1493. Cap-Son
  1494. Master Sergeant
  1495. Offline | Posts: 208
  1496. Re: 'Mech of the Week: WSP-** Wasp
  1497. Reply #47 on: August 05, 2004, 02:39:31 PM
  1498.  
  1499.  
  1500. The wasp is one of the first mechs I ever ran (pardon
  1501. the pun) with so I have a soft fpot for this mech it is
  1502. a good recon mech when spoting for LRM boats and
  1503. scouting out enemy forces. But as a main line fighter no
  1504. way not even if you have a battilon of them just to
  1505. fragial for that role.
  1506. Report to moderator
  1507.  
  1508.  
  1509.  
  1510. Weirdo
  1511. Master Sergeant
  1512. Offline | Posts: 346
  1513. God of Insanity
  1514.  
  1515. Re: 'Mech of the Week: WSP-** Wasp
  1516. Reply #48 on: August 05, 2004, 05:01:46 PM
  1517.  
  1518.  
  1519. The fight was Taurian Concordat vs New Star League.
  1520.  
  1521. He had: Shugenja, Kintaro, Arctic Wolf, Clint, Spider,
  1522. and the Raptor.
  1523.  
  1524. I had: Cataphract, 2 Lineholders, Marshall, Anubis, and
  1525. Wasp.
  1526.  
  1527. By the time we called it, a lot of stuff was torn up,
  1528. but the only kills were the Arctic Wolf and Raptor, both
  1529. due to Tinkerbastard.
  1530.  
  1531. Now I'm trying to decide if my painting skills are up to
  1532. the challenge of painting a miniature man-fairy wielding
  1533. a baseball bat on the side of my only Wasp mini...
  1534. Report to moderator
  1535.  
  1536.  
  1537.  
  1538. JadeHellbringer
  1539. Lieutenant
  1540. Offline | Posts: 821
  1541. Battle fleet? We don't need no steenking fleet!!!
  1542.  
  1543. Re: 'Mech of the Week: WSP-** Wasp
  1544. Reply #49 on: August 05, 2004, 08:26:29 PM
  1545.  
  1546.  
  1547. I would advise re-painting the whole Mech to be like
  1548. that, myself.
  1549. Report to moderator
  1550.  
  1551.  
  1552.  
  1553. Rage
  1554. Captain
  1555. Offline | Posts: 1802
  1556. For you, baby, I can be
  1557.  
  1558. Re: 'Mech of the Week: WSP-** Wasp
  1559. Reply #50 on: August 05, 2004, 09:28:38 PM
  1560.  
  1561.  
  1562. Quote from: CoyoteWarDog on August 05, 2004, 05:41:08 AM
  1563. If that's an acronym, it's one I'm not familar with.
  1564. Wasn't Bohica some Celtic or Saxon warrior Queen?
  1565.  
  1566.  
  1567. Boudicca is the Celtic warrior queen you're confusing
  1568. BOHICA with
  1569. Report to moderator
  1570.  
  1571.  
  1572.  
  1573. CoyoteWarDog
  1574. Warrant Officer
  1575. Offline | Posts: 787
  1576. Re: 'Mech of the Week: WSP-** Wasp
  1577. Reply #51 on: August 06, 2004, 05:12:47 AM
  1578.  
  1579.  
  1580. Quote from: Rage on August 05, 2004, 09:28:38 PM
  1581. Boudicca is the Celtic warrior queen you're confusing
  1582. BOHICA with
  1583.  
  1584.  
  1585. Yep.
  1586. Report to moderator
  1587.  
  1588.  
  1589.  
  1590.  
  1591. Pages: 1 2 [All]
  1592.  
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  1594. 'Mech of the Week: WSP-** Wasp« previous next »
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