Difference between revisions of "Griffin GRF-1S"

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{{strategy}}
 
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* Griffin 1Ss mount closer-range weaponry than their 1N cousins, allowing them to jump in for closer attacks and then move away to disengage or flank. They're generally better at dealing with heat buildup, too.
 
* Griffin 1Ss mount closer-range weaponry than their 1N cousins, allowing them to jump in for closer attacks and then move away to disengage or flank. They're generally better at dealing with heat buildup, too.
  +
* The 1N Griffin variant is a trash mech due to one glaring weakness: all the weapons are on a shoulder and arm on the same side. If you blow off that shoulder (via Precision Strike or just shooting them from that side), Griffins can do literally nothing except attempt to melee, and they're too slow for that to be very effective. Taking them out like this is a lot faster and easier than killing them, but just as effective, and lets you switch to a more-important target.
 
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Revision as of 12:47, 11 October 2020

Griffin GRF-1S
ChrPrfMech griffinBase-001 portrait.png
General data
ClassMedium
Stock RoleStriker & Skirmisher
Tonnage55 t (27 t base)
Cost4,700,000 C
Rarity2
Weapons
L. Torso
  • 2 x Missile
UixTxrIcon griffin.png
R. Arm
  • 4 x Energy
  • 2 x Support Weapon
Melee70 (+70 instability)
Death from Above50 (+70 instability)
60 damage to self
Survivability
Head
15/45
C. Torso
90/180-120
L. Torso
65/130-110
UixTxrIcon griffin.png
R. Torso
65/130-110
L. Arm
45/90
R. Arm
45/90
L.Leg
65/130
R.Leg
65/130
Mobility and detection
Speed80 km/h
StealthVisibility: 1
Signature: -25%
SensorsSpotting distance: Base
Sensor range: Base

Griffin GRF-1S is a Medium-class 'Mech in Battletech.

Description

The 1S variant of the Griffin trades long range for versatility. Dropping the LRM-10 to an LRM-5, the 1S also trades the PPC for a Large Laser and two Medium Lasers, increasing close-in power. Four additional heat sinks help the 1S manage heat.

Loadouts

  • Optimized Stock Loadout - Relocate LRM ammunition elsewhere.
  • Brawler - 2 x SRM6 w/ 2 tons of ammunition, 4 x Medium Laser, 5 x Jump Jets. Remaining tonnage can be spent on armor, additional heatsinks, or support weapons
  • Fire Support - 2 x Large Laser or 1 x PPC, and 1 x LRM10 w/ 1 ton of ammunition. Remaining tonnage can be spent on armor, additional heatsinks, or Jump Jets

Strategy

Click here to add a strategy!

  • Griffin 1Ss mount closer-range weaponry than their 1N cousins, allowing them to jump in for closer attacks and then move away to disengage or flank. They're generally better at dealing with heat buildup, too.
  • The 1N Griffin variant is a trash mech due to one glaring weakness: all the weapons are on a shoulder and arm on the same side. If you blow off that shoulder (via Precision Strike or just shooting them from that side), Griffins can do literally nothing except attempt to melee, and they're too slow for that to be very effective. Taking them out like this is a lot faster and easier than killing them, but just as effective, and lets you switch to a more-important target.