Difference between revisions of "Rommel"
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===Variant D=== | ===Variant D=== | ||
− | A potent midgame brawler, the Rommel D can strip mechs down with lethal precision. An accurate [[LBX20]] shotgun allows it to swat aircraft out of the sky and blast holes in enemy armor, while its [[SRM6]] gives it screen-shake and some battlearmor defense. A pair of token [[ | + | A potent midgame brawler, the Rommel D can strip mechs down with lethal precision. An accurate [[LBX20]] shotgun allows it to swat aircraft out of the sky and blast holes in enemy armor, while its [[SRM6]] gives it screen-shake and some battlearmor defense. A pair of token [[SPL]] can lay down minor damage while its main cannon is reloading. The high ground speed and [[GECM]] makes it an excellent flanker, and allows it to maneuever behind enemies to strip out their engines. One free ton is available for ammo. This Rommel excels at cockpit kills. |
===Variant E=== | ===Variant E=== | ||
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===Variant G=== | ===Variant G=== | ||
− | + | A long-range harassment unit, the Rommel G can be an infuriating enemy on open terrain with its array of accurate screenshaking weapons. A [[ERPPC]] and a trio of [[LRM5]] allow it to sand the armor off enemies at long range, while a pair of [[ERMBL]] gives it some mid-range punch. [[GECM]] allows it to move into position and slink away from battle without being detected. However, a dearth of heatsinks means that one must pull back to cool off after a few salvos. | |
==Canon== | ==Canon== |
Revision as of 00:50, 12 November 2017
Rommel | ||
---|---|---|
Class: | Tank | |
Faction | Inner Sphere | |
Ticket cost: | 7 upon destruction | |
Tier: | {{{Tier}}} | |
Tonnage: | 65 tons | |
Speed: |
74 km/h (84 km/h with boost) | |
Turret rotation: | 360° | |
Turret pitch: | -4° to +35° | |
Variant Armament | ||
Variant | Weapons | Equipment |
Prime: Price: 60 000 CBills Total armor: 40 159 |
||
A: Price: 80 500 CBills Total armor: 38 320 |
|
|
B: Price: 64 900 CBills Total armor: 38 320 |
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C: Price: 60 500 CBills Total armor: 38 320 |
||
D: Price: 67 800 CBills Total armor: 38 320 |
||
E: Price: 72 200 CBills Total armor: 38 320 |
||
F: Price: 63 500 CBills Total armor: 38 320 |
||
G: Price: 68 100 CBills Total armor: 38 320 |
All stats current as of release 0.15.3 </div>
Contents
Roles and Gameplay Hints
Prime
Armed with the close range punch of an AC20 the Rommel Prime is a brutal mid range fighter in the early game. The mobility and resilience of a 74km/h top speed and 9.5 tons of armor keep it in the fight against light and medium assets, though focused heavy fire will take it down before long. Its LRM-5 allows it to soften up light and medium targets as they close range before opening them up with the main gun. For back up damage and anti-infantry work, a pair of SBLs give the Rommel some security from being harassed by BA. 2 free tons also allow the Prime to be less resupply reliant for the ammo hungry AC20, which will likely require both tons as the LRM-5 should be used sparingly for backup. A LAMS system also takes some of the bite out of enemy missile barrages against it and allies. At only 60,000 C-Bills, the Rommel is an excellent upgrade from a light-mech in the early game before all of the enemy are able to field heavier assets.
Variant A
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Variant B
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Variant C
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Variant D
A potent midgame brawler, the Rommel D can strip mechs down with lethal precision. An accurate LBX20 shotgun allows it to swat aircraft out of the sky and blast holes in enemy armor, while its SRM6 gives it screen-shake and some battlearmor defense. A pair of token SPL can lay down minor damage while its main cannon is reloading. The high ground speed and GECM makes it an excellent flanker, and allows it to maneuever behind enemies to strip out their engines. One free ton is available for ammo. This Rommel excels at cockpit kills.
Variant E
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Variant F
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Variant G
A long-range harassment unit, the Rommel G can be an infuriating enemy on open terrain with its array of accurate screenshaking weapons. A ERPPC and a trio of LRM5 allow it to sand the armor off enemies at long range, while a pair of ERMBL gives it some mid-range punch. GECM allows it to move into position and slink away from battle without being detected. However, a dearth of heatsinks means that one must pull back to cool off after a few salvos.