Difference between revisions of "Huit"

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m (Updated Variant D Infobox)
(All around fluff changes and player comments about the AIV launch angles between the Prime and C varients. Up-to-date for 0.18.3)
 
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<li>2x [[ArrowIV|CArrowIV]]
 
<li>2x [[ArrowIV|CArrowIV]]
 
<li>2x [[CMPL]]
 
<li>2x [[CMPL]]
 +
<li>1x [[CUAC5]]
 
<li>2x [[MG]]
 
<li>2x [[MG]]
<li>1x [[CUAC5]]
 
 
</ul>
 
</ul>
 
| Equip Prime = <ul>
 
| Equip Prime = <ul>
Line 30: Line 30:
 
</ul>
 
</ul>
  
| Price A = 92 700
+
| Price A = 90 000
 
| ArmorT A = 35 504
 
| ArmorT A = 35 504
 
| Engine A = Engine 170 I.C.E.
 
| Engine A = Engine 170 I.C.E.
 
| Weapons A = <ul>
 
| Weapons A = <ul>
<li>2x [[ArrowIV|CArrowIV]]
+
<li>2x [[ATM12|ATM12 (ER)]]
 
<li>2x [[CERLL]]
 
<li>2x [[CERLL]]
<li>2x [[CLBX2]]
+
<li>4x [[CLBX2]]
 
</ul>
 
</ul>
 
| Equip A = <ul>
 
| Equip A = <ul>
 
<li>[[EOptics]]
 
<li>[[EOptics]]
<li>12 [[HS]]
+
<li>13 [[HS]]
 
<li>4 [[free tons]]
 
<li>4 [[free tons]]
 
<li>8.5t [[Armor]]
 
<li>8.5t [[Armor]]
Line 49: Line 49:
 
| Engine B = Engine 170 I.C.E.
 
| Engine B = Engine 170 I.C.E.
 
| Weapons B = <ul>
 
| Weapons B = <ul>
 +
<li>1x [[CGauss]]
 
<li>3x [[CLPL]]
 
<li>3x [[CLPL]]
<li>1x [[CGauss]]
 
 
</ul>
 
</ul>
 
| Equip B = <ul>
 
| Equip B = <ul>
Line 63: Line 63:
 
| Engine C = Engine 170 I.C.E.
 
| Engine C = Engine 170 I.C.E.
 
| Weapons C = <ul>
 
| Weapons C = <ul>
 +
<li>2x [[ArrowIV|CArrowIV]]
 
<li>6x [[CERML]]
 
<li>6x [[CERML]]
<li>2x [[ArrowIV|CArrowIV]]
 
 
</ul>
 
</ul>
 
| Equip C = <ul>
 
| Equip C = <ul>
Line 73: Line 73:
 
</ul>
 
</ul>
  
| Price D = 88 500
+
| Price D = 91 000
| ArmorT D = 35 504
+
| ArmorT D = 44 336
 
| Engine D = Engine 170 I.C.E.
 
| Engine D = Engine 170 I.C.E.
 
| Weapons D = <ul>
 
| Weapons D = <ul>
<li>1x [[ArrowIV|CArrowIV]]
+
<li>1x [[ArrowIV|CArrowIV-C]]
 
<li>2x [[CERSL]]
 
<li>2x [[CERSL]]
 
<li>2x [[CUAC5]]
 
<li>2x [[CUAC5]]
Line 85: Line 85:
 
<li>[[EOptics]]
 
<li>[[EOptics]]
 
<li>10 [[HS]]
 
<li>10 [[HS]]
<li>7 [[free tons]]
+
<li>5 [[free tons]]
<li>8.5t [[Armor]]
+
<li>10.5t [[Armor]]
 
</ul>
 
</ul>
  
 
| Price E = 110 000
 
| Price E = 110 000
| ArmorT E = 48 759
+
| ArmorT E = 48 752
 
| Engine E = Engine 170 I.C.E.
 
| Engine E = Engine 170 I.C.E.
 
| Weapons E = <ul>
 
| Weapons E = <ul>
 +
<li>3x [[ATM6#Standard|ATM6 (Std)]]
 +
<li>1x [[CERPPC]]
 
<li>1x [[HAG40]]
 
<li>1x [[HAG40]]
<li>1x [[CERPPC]]
 
<li>3x [[ATM6#Standard|ATM6 (Std)]]
 
 
<li>1x [[TAG]]
 
<li>1x [[TAG]]
 
</ul>
 
</ul>
Line 126: Line 126:
 
| Engine G = Engine 170 I.C.E.
 
| Engine G = Engine 170 I.C.E.
 
| Weapons G = <ul>
 
| Weapons G = <ul>
 +
<li>1x [[ArrowIV|CArrowIV-C]]
 
<li>2x [[CGauss]]
 
<li>2x [[CGauss]]
 
<li>2x [[CMPL]]
 
<li>2x [[CMPL]]
<li>1x [[ArrowIV|CArrowIV-C]]
 
 
</ul>
 
</ul>
 
| Equip G = <ul>
 
| Equip G = <ul>
Line 139: Line 139:
 
| Hull = 6800
 
| Hull = 6800
 
| Armor F = 7360
 
| Armor F = 7360
| Armor S = 5080
+
| Armor S = 5088
 
| Armor B = 3200
 
| Armor B = 3200
 
| Armor T = 5760
 
| Armor T = 5760
  
| Version150 = 0.15.0
+
| Version153 = 0.18.4
 
}}
 
}}
  
Line 150: Line 150:
 
A unique feature of the Huit is that its missile launchers, often the paired Arrow IV launchers, are mounted static on the tank chassis, not on the rotating turret like for all weapons on any other tank. This gives both advantage and disadvantage. One is that tank driver needs to watch where the launchers are pointing in order to avoid hitting rocks or trees -- or friendlies. On the other hand it offers a unique possibility to hit targets behind cover, by arcing the missiles around obstacles.
 
A unique feature of the Huit is that its missile launchers, often the paired Arrow IV launchers, are mounted static on the tank chassis, not on the rotating turret like for all weapons on any other tank. This gives both advantage and disadvantage. One is that tank driver needs to watch where the launchers are pointing in order to avoid hitting rocks or trees -- or friendlies. On the other hand it offers a unique possibility to hit targets behind cover, by arcing the missiles around obstacles.
  
The greatest weakness of all the Huit is its low armor, comparable to the [[Partisan]] rather than other, more heavily armored tanks. This forces a Huit pilot to avoid any danger, even more so as a Huit's top speed is on the low end of the spectrum.
+
The greatest weakness of all is the Huit's low armor, more comparable to the [[Partisan]] rather than other high tonnage tanks. This forces a Huit pilot to avoid any danger, even more so as a Huit's top speed is on the low end of the spectrum.
  
 
==Roles and Gameplay Hints==
 
==Roles and Gameplay Hints==
  
 
===Prime===
 
===Prime===
The Huit Prime is a [[ArrowIV|Clan Arrow IV]] platform. [[GECM]] makes it difficult to locate and [[lock on]] to the Huit Prime. But this protection is meager as the Prime's ArrowIV missiles leave a considerable smoke trail allowing observant enemies to home in on the Prime's location. Its 2 [[PDS]]s, two [[MG]]s, two [[CMPL]]s and single [[cUAC5]] help defend the Prime from [[Aerospace]] and enemy [[BA|Battle Armor]]. This meager armament is able to deal with most light tanks and mechs, but as the Prime is the most poorly [[armor|armored]] Huit, it struggles to defend itself against anything more substantial. Pilots are advised to dedicate all four of the Prime's [[free tons]] to ArrowIV missiles as pilots should avoid getting the Prime into any kind of situation where an extra ton of UAC5 ammo would be necessary.
+
The Huit Prime is a [[ArrowIV|Clan Arrow IV]] platform, with two launchers mounted to the hull. [[GECM]] makes it difficult to locate and [[lock on]] to the Huit Prime. But this protection is meager as the Prime's ArrowIV missiles leave a considerable smoke trail allowing observant enemies to home in on the Prime's location. Its 2 [[PDS]]s, two [[MG]]s, two [[CMPL]]s and single [[cUAC5]] help defend the Prime from [[Aerospace]] and enemy [[BA|Battle Armor]]. This meager armament is able to deal with most light tanks and mechs, but as the Prime is the most poorly [[armor|armored]] Huit, it struggles to defend itself against anything more substantial. Pilots are advised to dedicate all four of the Prime's [[free tons]] to ArrowIV missiles as they should avoid getting into any kind of situation where an extra ton of UAC5 ammo would be necessary.
 +
{{Commentbox
 +
| Comment1= Compared to the C variant, the Prime's twin Arrow launchers fire at an upward trajectory. This results in more altitude and a steeper descent angle that can bypass enemy cover, providing an artillery playstyle. However, this results in a longer flight time that gives opponents more time to move or for [[LAMS]] to shoot missiles down.
 +
| Writer1= - Xcalibur}}
  
 
===Variant A===
 
===Variant A===
Another [[ArrowIV|Clan Arrow IV]] missile support with limited [[AA]] capability. The A is a better choice against long-[[range]] targets when compared to the Huit Prime. Twin [[LBX2]] and twin [[cERLL]] give it some punch against airborne targets and give the A modest defense against lightly [[armor|armored]] targets that come in close. 4 [[Free tons]] of additional ammunition make it capable of moving further from supply lines while using its [[Arrow IV]] launchers. 12 [[HS]] give it good sustained fire capabilities with its ArrowIVs when fired alone, although, when it comes to double-Arrow Huits, in terms of sheer [[DPS]], the A is out-shined by the Prime.
+
The Huit A is geared for more direct combat against long to extreme [[range]] targets. Two [[ATM12|ATM12 (ER)]] launchers are mounted directly to the hull and are vertically launched. Quad [[LBX2]] and twin [[cERLL]] give it some punch against airborne targets and provide modest defense against lightly [[armor|armored]] targets that come within the 150m minimum range. 4 [[Free tons]] of additional ammunition make it capable of moving further from supply lines while using its ATM (ER) launchers. 13 [[HS]] give it good sustained fire capabilities with its missiles are fired alone, though it may struggle with the heat spikes from the lasers.
 +
{{Commentbox
 +
| Comment1= The speed, maneuverability, and vertical launch of the ATM12 (ER)s means the missiles often come raining straight down onto a target.
 +
| Writer1= - Xcalibur}}
  
 
===Variant B - ''"Anaconda"''===
 
===Variant B - ''"Anaconda"''===
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[[File:Anaconda.jpg|center|100px]]
 
[[File:Anaconda.jpg|center|100px]]
 
</div>
 
</div>
The '''''"Anaconda"''''', a famous [[CLPL]] variant known for its high damage output at long range. This variant puts out the most heat out of all the huit variants and it also the 1 out of 3 huit variant that doesn't mount [[ArrowIV]]s. This variant mounts a impressive array of 3 [[CLPL]]s and single [[cGauss]] backed up by 22 [[SHS|Standard Heat Sinks]] makes this variant a deadly long range support unit, being able to lay down a deadly stream of laser fire onto a target. However, being one of the slowest units in [[MWLL]] and one of the more expensive assets leads to very few cases where this unit is seen and that issue is compounded by the light armor of the tank make it a high risk choice.
+
The '''''"Anaconda"''''', a famous [[CLPL]] variant known for its high damage output at long range. This variant puts out the most heat out of all the huit variants and also mounts no missiles. It wields an impressive array of 3 [[CLPL]]s and a single [[cGauss]] backed up by 22 [[SHS|Heat Sinks]], enabling it to lay down a deadly stream of direct fire onto a target. An extra 1.5 tons of [[armor]] and 2 [[free tons]] help with longevity, but be mindful of the tank's slow speed and overall low armor.
 
<div style="clear: left"></div> <!-- Stops the text flow beside the small picture-->
 
<div style="clear: left"></div> <!-- Stops the text flow beside the small picture-->
  
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[[File:Force of Nature.jpg|center|100px]]
 
[[File:Force of Nature.jpg|center|100px]]
 
</div>
 
</div>
The '''''"Force of Nature"''''', somewhat resembles the Puma C in its laser loadout of 6 [[CERML]]. That said, the Force of Nature is an Arrow boat with two [[ArrowIV|Arrow IV launchers]]. Compared to the Anaconda, the Force of Nature is much less capable at managing [[heat]]. The Force of Nature is limited 2 [[Free tons|Tons of spare ammunition]] which makes it dependent on [[APC]] or [[bases]] with ammo to stay supplied. This variant best works using [[chainfire]] for both its lasers and ArrowIV missiles, allowing it to better control [[heat]].<br>
+
The '''''"Force of Nature"''''' somewhat resembles the Puma C in its laser loadout of 6 [[CERML]]. That said, the Force of Nature is an Arrow boat with two [[ArrowIV|Arrow IV launchers]]. Compared to the Anaconda, the Force of Nature is much less capable at managing [[heat]]. The Force of Nature is limited 2 [[Free tons|Tons of spare ammunition]] which makes it dependent on [[APC]] or [[bases]] with ammo to stay supplied. This variant best works using [[chainfire]] for both its lasers and ArrowIV missiles, allowing it to better control [[heat]].<br>
 
Remember: ''you can always [[Dumb-Fire]] the ArrowIVs out to 4000m and they will travel to a point directly over the targeting reticule.''
 
Remember: ''you can always [[Dumb-Fire]] the ArrowIVs out to 4000m and they will travel to a point directly over the targeting reticule.''
 
<div style="clear: left"></div> <!-- Stops the text flow beside the small picture-->
 
<div style="clear: left"></div> <!-- Stops the text flow beside the small picture-->
 +
{{Commentbox
 +
| Comment1=Compared to the Prime variant, the C's twin Arrow launchers fire at a more forward trajectory. This results in a shorter flight time and gives enemies less time to avoid the missiles, providing an aggressive playstyle. However, this results in less altitude which may cause the missiles to impact cover.
 +
| Writer1= - Xcalibur}}
  
 
===Variant D===
 
===Variant D===
{{Fluff}}
+
The Huit D sports a more traditional fire support loadout. A single [[Cluster ArrowIV]] launcher is mounted to the hull and can whittle down opponents around cover or deny repairs. Twin [[LRM15]] launchers are mounted to the turret, and may require aiming to curve them around cover. Other weapons include two [[cUAC5]]s backed up by two [[ERSL|cERSL]]s. This Huit comes with an extra 2.5 tons of [[armor]], 10 [[SHS|Heat Sinks]], and 5 [[free tons]] for all ammo-dependent weapons.
Geared more towards direct fire support it provides a heavy long range punch with its two [[cERPPC]] that are backed up with two [[cUAC5]]s. This huit variant also still carries single [[Cluster ArrowIV]] launcher to provide extreme long-[[range]] fire power provided there is a [[NARC]] or [[TAG]] up for it, watch out, even though the D's cluster Arrows don't disable NARCs, its ERPPCs do. This huit has to be careful with its heat as only 13 [[SHS|Heat Sinks]] struggle to keep the heat down from the arrows and [[cERPPC]]s. Between the D's lack of enhanced [[radar]], its low speed, and high [[C-Bills|price]] few pilots chose to pilot it. The D must take care so that it is not left behind if the front line gets pushed back towards it. Four [[free tons]] give the D substantial longevity, pilots are recommended to take two tons for its UAC5s and two tons for the ArrowIV.
+
{{Commentbox
 +
| Comment1=Between the extra armor and LRMs over standard Arrows, this variant sits between the Prime and E in terms of how aggressively it can push with its team while still providing missile support. If [[NARC]] or [[TAG]] is being used, remember that your LRM launch angle depends about where you are aiming, since the launchers are turret mounted.
 +
| Writer1= - Xcalibur}}
  
 
===Variant E - ''"Black Beard MK-VI"''===
 
===Variant E - ''"Black Beard MK-VI"''===
Nicknamed the '''''"Black Beard MK-VI"''''' the Huit E is a jack of all trades. A single [[HAG40]] and [[cERPPC]] provide long range firepower that are strangely also the Black Beard's only [[brawling]] weapons. The Black Beard's primary damage comes in the form of three [[ATM6]]s. Unfortunately, with only 2 [[Free tons]] of ammo for the HAG40, the Black Beard can't afford to keep a resupply for its ammo-hungry missiles. The Huit's low-to-the-ground stature and extremely limited mobility make it easy for enemies to avoid the Black Beard's ATMs and close in past their [[minimum range]]. To offset this weakness, the Black Beard comes with [[GECM]], more [[armor]] than any other Huit, and has a [[TAG]] laser that gives it the ability to [[flick]] its missiles much more easily and the ability to fire its ATMs without first acquiring a [[lock on|missile lock]]. Unlike other Huits, that can rotate their [[chassis]] to make their missiles into an [[indirect fire]] weapon, the Black Beard has some of its ATMs mounted on the turret. The Black Beard instead relies on its TAG to accomplish this indirect effect. When it comes to [[Anti Aircraft]] duties, the Black Beard is less effective than most other Huits. The [[HAG40|HAG]] is modestly effective, and the Black Beard's [[Point Defense System]] provides some deterrence to both [[aircraft]] and [[Battle Armor]]. Although it's a very short window of time, enemy aircraft that are flying away from the Black Beard can be somewhat more easily hit by the ATM6s, making up the majority of the Black Beard's AA damage.
+
Nicknamed the '''''"Black Beard MK-VI"''''', the Huit E is a jack of all trades. A single [[HAG40]] and [[cERPPC]] provide long range firepower. The Black Beard's primary damage comes in the form of three [[ATM6]]s. Unfortunately, with only 2 [[Free tons]] of ammo for the HAG40, the Black Beard can't afford to keep a resupply for its ammo-hungry missiles. The Huit's low-to-the-ground stature and extremely limited mobility make it easy for enemies to avoid the Black Beard's ATMs and close in past their [[minimum range]]. To offset this weakness, the Black Beard comes with [[GECM]], an extra 3.5 tons of [[armor]], and a [[TAG]] laser that gives it the ability to fire its ATMs without first acquiring a [[lock on|missile lock]], as well as allowing it to [[flick]] its missiles much more easily. Unlike other Huits, that can rotate their [[chassis]] to make their missiles into an [[indirect fire]] weapon, the Black Beard has all of its ATMs mounted on the turret. The Black Beard instead relies on its TAG to accomplish this indirect effect. When it comes to [[Anti Aircraft]] duties, the Black Beard is modestly effective compared to other Huits. The [[HAG40|HAG]] does well with good aim, and the Black Beard's [[Point Defense System]] provides some deterrence to both [[aircraft]] and [[Battle Armor]]. Although it's a very short window of time, enemy aircraft that are flying away from the Black Beard can be more easily hit by the ATM6s, making up the majority of the Black Beard's AA damage.
  
 
===Variant F - ''"The Senate"''===
 
===Variant F - ''"The Senate"''===
The Senate is a multi-role [[DPS]] juggernaut. To this end, it packs a full 8 [[CUAC2]]s backed with with 8 [[Free Tons]] of ammo. Slow [[assets]] will find themselves racing for cover regardless if they are in close-[[range]] or at The Senate's [[maximum range]] of 1250m. The Senate is unique among Huits in that it is able to bring 100% of its firepower out to extreme long-range, other Huits divide their damage between multiple range brackets and lead times. Dedicated [[Missile boats]] face an uphill battle against The Senate. Even if The Senate is out field of view and the Missile Boat attempts [[indirect fire]], The Senate protects its allies and itself from [[NARC]]s with [[AECM]] and from all other missiles with its two [[LAMS]]. Despite having 1250m of range, The Senate struggles to deal consistent damage against [[aircraft]] at extreme long-range. Aircraft that come in close for an attack run, on the other hand, will suffer greatly if then Senate notices them soon enough. The Senate is an effective ground-based deterrence against the [[Hawkmoth|'Evil Eye' Hawkmoth]] and other long-ranged [[VTOL]]s.
+
The Senate is a multi-role [[DPS]] juggernaut. To this end, it packs a full 8 [[CUAC2]]s backed with with 8 [[Free Tons]] of ammo. Slow [[assets]] will find themselves racing for cover regardless if they are in close-[[range]] or at The Senate's [[maximum range]] of 1250m. The Senate is unique among Huits in that it is able to bring 100% of its firepower out to extreme long-range, while other Huits divide their damage between multiple range brackets and lead times. Dedicated [[Missile boats]] face an uphill battle against The Senate. Even if The Senate is out field of view and the Missile Boat attempts [[indirect fire]], The Senate protects its allies and itself from [[NARC]]s with [[AECM]] and from all other missiles with its two [[LAMS]]. Despite having 1250m of range, The Senate struggles to deal consistent damage against [[aircraft]] at extreme long-range. Aircraft that come in close for an attack run, on the other hand, will suffer greatly if then Senate notices them soon enough. The Senate is an effective ground-based deterrence against the [[Hawkmoth|'Evil Eye' Hawkmoth]] and other long-ranged [[VTOL]]s.
  
 
===Variant G===
 
===Variant G===
The G, with its duo of [[cGauss]] rifles and single [[Cluster Arrow IV]], is a heavy [[firesupport]] [[asset]] with an excellent [[AA]] presence, both able to eliminate targets with very high [[burst damage]] or harass them with a hail of missiles. Two [[cMPL]]s help in dealing with enemy [[BA|Battle Armor]] should allies let them get too close, but won't help much against enemy [[brawler]]s, as it doesn't have armor nor firepower to survive a sustained engagement. The G's low [[DPS]] lends it to [[sniping]] and [[poking]] roles that generally require a modicum of [[stealth]]. The lack of any electronics means the G can struggle to walk the fine line between [[battlefield awareness]] or stealthy operation (To be stealthy the G must go [[passive radar]], but doing so effectively leaves it blind).
+
The G, with its duo of [[cGauss]] rifles and single [[Cluster Arrow IV]], is a heavy [[fire support]] [[asset]] with an excellent [[AA]] presence, both able to eliminate targets with very high [[burst damage]] or harass them with a hail of missiles. Two [[cMPL]]s help in dealing with enemy [[BA|Battle Armor]] should allies let them get too close, but won't help much against enemy [[brawler]]s, as it doesn't have armor nor firepower to survive a sustained engagement. The G's low [[DPS]] lends it to [[sniping]] and [[poking]] roles that generally require a modicum of [[stealth]]. The lack of any electronics means the G can struggle to walk the fine line between [[battlefield awareness]] or stealthy operation (To be stealthy the G must go [[passive radar]], but doing so effectively leaves it blind).
  
 
== History ==
 
== History ==

Latest revision as of 07:03, 25 October 2025

Huit
Huit spin.gif
360v2.png
Huit.png
360v2.png
Class: Tank
Faction Clan
Ticket cost: 8 upon destruction
Tier: 12
Tonnage: 85 tons
Speed:

40 km/h (47 km/h with boost)

Turret rotation: 360°
Turret pitch: -5° to +90°
Variant Armament
Variant Weapons Equipment
Prime:
Price: 95 800 CBills
Total armor: 33 296
Engine: Engine 170 I.C.E.
A:
Price: 90 000 CBills
Total armor: 35 504
Engine: Engine 170 I.C.E.
B:
Price: 89 700 CBills
Total armor: 39 920
Engine: Engine 170 I.C.E.
C:
Price: 94 800 CBills
Total armor: 35 504
Engine: Engine 170 I.C.E.
D:
Price: 91 000 CBills
Total armor: 44 336
Engine: Engine 170 I.C.E.
E:
Price: 110 000 CBills
Total armor: 48 752
Engine: Engine 170 I.C.E.
F:
Price: 100 600 CBills
Total armor: 39 920
Engine: Engine 170 I.C.E.
G:
Price: 99 300 CBills
Total armor: 35 504
Engine: Engine 170 I.C.E.
Armor Points Distribution
H
L
R
F
T
B
6800
5088
5088
7360
5760
3200

All stats current as of release 0.18.4

The Huit (short form of Huitzilopochtli, also called Huey) is a Clan fire support tank. It is one of 3 tanks capable of bearing the ArrowIV launchers along with additional heavy weaponry.

A unique feature of the Huit is that its missile launchers, often the paired Arrow IV launchers, are mounted static on the tank chassis, not on the rotating turret like for all weapons on any other tank. This gives both advantage and disadvantage. One is that tank driver needs to watch where the launchers are pointing in order to avoid hitting rocks or trees -- or friendlies. On the other hand it offers a unique possibility to hit targets behind cover, by arcing the missiles around obstacles.

The greatest weakness of all is the Huit's low armor, more comparable to the Partisan rather than other high tonnage tanks. This forces a Huit pilot to avoid any danger, even more so as a Huit's top speed is on the low end of the spectrum.

Roles and Gameplay Hints

Prime

The Huit Prime is a Clan Arrow IV platform, with two launchers mounted to the hull. GECM makes it difficult to locate and lock on to the Huit Prime. But this protection is meager as the Prime's ArrowIV missiles leave a considerable smoke trail allowing observant enemies to home in on the Prime's location. Its 2 PDSs, two MGs, two CMPLs and single cUAC5 help defend the Prime from Aerospace and enemy Battle Armor. This meager armament is able to deal with most light tanks and mechs, but as the Prime is the most poorly armored Huit, it struggles to defend itself against anything more substantial. Pilots are advised to dedicate all four of the Prime's free tons to ArrowIV missiles as they should avoid getting into any kind of situation where an extra ton of UAC5 ammo would be necessary.

Player Comments:
Compared to the C variant, the Prime's twin Arrow launchers fire at an upward trajectory. This results in more altitude and a steeper descent angle that can bypass enemy cover, providing an artillery playstyle. However, this results in a longer flight time that gives opponents more time to move or for LAMS to shoot missiles down.
- Xcalibur


Variant A

The Huit A is geared for more direct combat against long to extreme range targets. Two ATM12 (ER) launchers are mounted directly to the hull and are vertically launched. Quad LBX2 and twin cERLL give it some punch against airborne targets and provide modest defense against lightly armored targets that come within the 150m minimum range. 4 Free tons of additional ammunition make it capable of moving further from supply lines while using its ATM (ER) launchers. 13 HS give it good sustained fire capabilities with its missiles are fired alone, though it may struggle with the heat spikes from the lasers.

Player Comments:
The speed, maneuverability, and vertical launch of the ATM12 (ER)s means the missiles often come raining straight down onto a target.
- Xcalibur


Variant B - "Anaconda"

Anaconda.jpg

The "Anaconda", a famous CLPL variant known for its high damage output at long range. This variant puts out the most heat out of all the huit variants and also mounts no missiles. It wields an impressive array of 3 CLPLs and a single cGauss backed up by 22 Heat Sinks, enabling it to lay down a deadly stream of direct fire onto a target. An extra 1.5 tons of armor and 2 free tons help with longevity, but be mindful of the tank's slow speed and overall low armor.

Variant C - "Force of Nature"

Force of Nature.jpg

The "Force of Nature" somewhat resembles the Puma C in its laser loadout of 6 CERML. That said, the Force of Nature is an Arrow boat with two Arrow IV launchers. Compared to the Anaconda, the Force of Nature is much less capable at managing heat. The Force of Nature is limited 2 Tons of spare ammunition which makes it dependent on APC or bases with ammo to stay supplied. This variant best works using chainfire for both its lasers and ArrowIV missiles, allowing it to better control heat.
Remember: you can always Dumb-Fire the ArrowIVs out to 4000m and they will travel to a point directly over the targeting reticule.

Player Comments:
Compared to the Prime variant, the C's twin Arrow launchers fire at a more forward trajectory. This results in a shorter flight time and gives enemies less time to avoid the missiles, providing an aggressive playstyle. However, this results in less altitude which may cause the missiles to impact cover.
- Xcalibur


Variant D

The Huit D sports a more traditional fire support loadout. A single Cluster ArrowIV launcher is mounted to the hull and can whittle down opponents around cover or deny repairs. Twin LRM15 launchers are mounted to the turret, and may require aiming to curve them around cover. Other weapons include two cUAC5s backed up by two cERSLs. This Huit comes with an extra 2.5 tons of armor, 10 Heat Sinks, and 5 free tons for all ammo-dependent weapons.

Player Comments:
Between the extra armor and LRMs over standard Arrows, this variant sits between the Prime and E in terms of how aggressively it can push with its team while still providing missile support. If NARC or TAG is being used, remember that your LRM launch angle depends about where you are aiming, since the launchers are turret mounted.
- Xcalibur


Variant E - "Black Beard MK-VI"

Nicknamed the "Black Beard MK-VI", the Huit E is a jack of all trades. A single HAG40 and cERPPC provide long range firepower. The Black Beard's primary damage comes in the form of three ATM6s. Unfortunately, with only 2 Free tons of ammo for the HAG40, the Black Beard can't afford to keep a resupply for its ammo-hungry missiles. The Huit's low-to-the-ground stature and extremely limited mobility make it easy for enemies to avoid the Black Beard's ATMs and close in past their minimum range. To offset this weakness, the Black Beard comes with GECM, an extra 3.5 tons of armor, and a TAG laser that gives it the ability to fire its ATMs without first acquiring a missile lock, as well as allowing it to flick its missiles much more easily. Unlike other Huits, that can rotate their chassis to make their missiles into an indirect fire weapon, the Black Beard has all of its ATMs mounted on the turret. The Black Beard instead relies on its TAG to accomplish this indirect effect. When it comes to Anti Aircraft duties, the Black Beard is modestly effective compared to other Huits. The HAG does well with good aim, and the Black Beard's Point Defense System provides some deterrence to both aircraft and Battle Armor. Although it's a very short window of time, enemy aircraft that are flying away from the Black Beard can be more easily hit by the ATM6s, making up the majority of the Black Beard's AA damage.

Variant F - "The Senate"

The Senate is a multi-role DPS juggernaut. To this end, it packs a full 8 CUAC2s backed with with 8 Free Tons of ammo. Slow assets will find themselves racing for cover regardless if they are in close-range or at The Senate's maximum range of 1250m. The Senate is unique among Huits in that it is able to bring 100% of its firepower out to extreme long-range, while other Huits divide their damage between multiple range brackets and lead times. Dedicated Missile boats face an uphill battle against The Senate. Even if The Senate is out field of view and the Missile Boat attempts indirect fire, The Senate protects its allies and itself from NARCs with AECM and from all other missiles with its two LAMS. Despite having 1250m of range, The Senate struggles to deal consistent damage against aircraft at extreme long-range. Aircraft that come in close for an attack run, on the other hand, will suffer greatly if then Senate notices them soon enough. The Senate is an effective ground-based deterrence against the 'Evil Eye' Hawkmoth and other long-ranged VTOLs.

Variant G

The G, with its duo of cGauss rifles and single Cluster Arrow IV, is a heavy fire support asset with an excellent AA presence, both able to eliminate targets with very high burst damage or harass them with a hail of missiles. Two cMPLs help in dealing with enemy Battle Armor should allies let them get too close, but won't help much against enemy brawlers, as it doesn't have armor nor firepower to survive a sustained engagement. The G's low DPS lends it to sniping and poking roles that generally require a modicum of stealth. The lack of any electronics means the G can struggle to walk the fine line between battlefield awareness or stealthy operation (To be stealthy the G must go passive radar, but doing so effectively leaves it blind).

History

The Huit B was found to be overpowered in the first beta version of MWLL, leading to an 11 page forum thread, "BALANCE: Huit tank far too powerful for cost", along with several others. Some players decided to use Huit B in protest all the time, making them the most common tanks on some maps, most notably Marshes where it could keep constant fire for nearly a minute while standing in water. The problem was solved in Beta 0.1.0 by decreasing its heat efficiency and increasing price.


Canon

The Huitzilopochtli Assault Tank is an 85 ton artillery platform. Better known as Huey, this tank is too slow to move across distances on its own, instead being transported by Drop Ship, but the weapons it carries are most impressive. Arrow IV launchers can be packed with TAG-guided missiles, area-effect or FASCAM submunitions dropping mines on the battlefield. For close range defense it has turret-mounted Medium Pulse Lasers and ER Small Lasers with additional side-mounted MGuns giving it overwhelming firepower against the troops or Battle Armors. For defense against vehicles the Huey carries UAC5. An ECM suite makes it harder to engage a Huitzilopochtli, though it's not enough to hide it entirely from the enemy sensors. A low five and a half tons of armor force it however to stay behind the lines.

Hueys were used first time by the Clan Jade Falcon during invasion on Coventry, though they are manufactured by other Clans as well.

Date Introduced 2845 during the Era known as "Early Succession War" (2781 - 2900) - Unit Role: Missile Boat

BattleTech Reference