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* If you don't want to risk your valuable Gauss Rifle, the SRM can be replaced with an LRM-5, useful for triggering knockdowns without risking CT destruction or when using multi-shot. The remaining mass can go into armor. |
* If you don't want to risk your valuable Gauss Rifle, the SRM can be replaced with an LRM-5, useful for triggering knockdowns without risking CT destruction or when using multi-shot. The remaining mass can go into armor. |
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* With excellent jump capability, impossible tonnage capacity, and 2 ballistic slots, this mech can be made into the definitive "Hammer of God". Mount 2 AC20's in the right arm with 3 to 4 tons of ammo and fill the missile slots with SRM 6's with 2 tons ammo. This mech can jump into (or on top of) the enemy, summarily execute 70% of the mechs in game, and finish everything else with a second salvo. Jump behind the big baddies and unload a full load of BLAM to blow CT out of anything smaller than an Atlas or King Crab. This mech can easily be your primary CQC mech through endgame. |
* With excellent jump capability, impossible tonnage capacity, and 2 ballistic slots, this mech can be made into the definitive "Hammer of God". Mount 2 AC20's in the right arm with 3 to 4 tons of ammo and fill the missile slots with SRM 6's with 2 tons ammo. This mech can jump into (or on top of) the enemy, summarily execute 70% of the mechs in game, and finish everything else with a second salvo. Jump behind the big baddies and unload a full load of BLAM to blow CT out of anything smaller than an Atlas or King Crab. This mech can easily be your primary CQC mech through endgame. |
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− | *600+ damage medium to close range assault - 1 x SNUB PPC, 2 x ER M Laser, 3 x ER S Laser, 2 x SRM6, 1 x UAC/20 |
+ | *600+ damage medium to close range assault - 1 x SNUB PPC, 2 x ER M Laser, 3 x ER S Laser, 2 x SRM6, 1 x UAC/20. Precision Strike the center torso will destroy targets in cover and are guarded. |
==Strategy== |
==Strategy== |
Revision as of 02:06, 10 June 2020
Highlander HGN-732B is a Assault-class 'Mech in Battletech.
Description
The Highlander 732B is an ancient model from the Star League days! Its Gauss Rifle was a terrifying weapon that gave it a huge punch at almost any range but you can't find those anymore. And of course, it still has the jump capability it's always been known for.
Loadouts
- The Royal Highlander has 5 additional free tons over the 'normal' version, giving it a payload equal to an Atlas.
- If you don't want to risk your valuable Gauss Rifle, the SRM can be replaced with an LRM-5, useful for triggering knockdowns without risking CT destruction or when using multi-shot. The remaining mass can go into armor.
- With excellent jump capability, impossible tonnage capacity, and 2 ballistic slots, this mech can be made into the definitive "Hammer of God". Mount 2 AC20's in the right arm with 3 to 4 tons of ammo and fill the missile slots with SRM 6's with 2 tons ammo. This mech can jump into (or on top of) the enemy, summarily execute 70% of the mechs in game, and finish everything else with a second salvo. Jump behind the big baddies and unload a full load of BLAM to blow CT out of anything smaller than an Atlas or King Crab. This mech can easily be your primary CQC mech through endgame.
- 600+ damage medium to close range assault - 1 x SNUB PPC, 2 x ER M Laser, 3 x ER S Laser, 2 x SRM6, 1 x UAC/20. Precision Strike the center torso will destroy targets in cover and are guarded.
Strategy
- You procure the 732B during Raising the Dead, as part of a stash of Star League relics. As per the trope, this museum piece is actually extremely deadly.
- Final Punch Tactic: a good tactic is to use the HGN-732B initially hidden behind terrain, sending LRM shots to the target until it gets close enough to where the Highlander can jump into position for an Alpha-Strike and finish them off. Use a high mobility or scout mech (like a Grasshopper or a Jenner) to to sensor lock and lure the intended target toward the Highlander. Meanwhile, also use a missile boat like a Centurion in hiding with 3 LRM's firing each round to soften the target up until it gets into the killzone for the Highlander to give the "Final Punch"
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