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Griffin GRF-1N

101 bytes added, 1 year ago
→‎Loadouts: Clean up of Loadouts and Strategy Section
Few 'Mechs can match the ubiquity of the Griffin 1N. Combining high mobility, Jump Jets, and long range, the 1N is a near-perfect medium fire support 'Mech. With a single PPC and LRM-10 rack, the 1N can mete out punishment over a very long range.
*'''<u>Fire Support/Optimized Stock Loadout</u>''' - Relocate LRM ammunition elsewhere
*'''<u>Generalist</u>''' If you are wanting your Griffin to be able to take care of itself in closer quarters,- swapSwap out the LRM/10 in favor of 2x SRM/4's for better firepower in close quarters. This gives your Griffin something to use when it gets cornered, and can easily cause a mechcontribute to becomestability unstabledamage. The final extra ton can be spent on a heat sink to keep the PPC's heat under control while jumping., or on additional armor if desired.
*'''<u>Mobile Alternately,Missile if you havenPlatform</u>'''t gotten a decent missile boat yet by the time you get to Panzyr, this mech can- swapSwap out the PPC for an LRM/15, giving it a salvo density almost equal to a Trebuchet or Catapult.
*'''<u>SRM Brawler</u>''' - The 1N variant can carry 3 x SRM6 w/ 2 tons of ammunition and full Jump Jets, with enough remaining tonnage to maximize front armor. This firepower, combined with the mobility offered by 5 Jump Jets allow the 1N to be a decent-to-good Medium-class brawler.
* The Hard-Point locations does make it significantly easier than normal to disarm.
* Griffin 1Ns use their Jump Jets to stay at range and pelt their opponents from relative safety. 1Ns can run hot if they spend all their time bounding around the battlefield taking potshots, though.
* The Hard-Point locations does make it significantly easier than normal to disarm., so be mindful of damage received in each weapon location.
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