Rommel

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Rommel
Rommel.png
Rommel.png
Class: Tank
Faction Inner Sphere
Ticket cost: 7 upon destruction
Tier: 9
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: 62 500 CBills
Total armor: 43 840
Engine: 260 Fusion
A:
Price: 83 500 CBills
Total armor: 38 320
Engine: 260 Fusion
B:
Price: 63 200 CBills
Total armor: 38 320
Engine: 260 Fusion
C:
Price: 63 000 CBills
Total armor: 38 320
Engine: 260 Fusion
D:
Price: 67 800 CBills
Total armor: 38 320
Engine: 260 Fusion
E:
Price: 69 700 CBills
Total armor: 38 320
Engine: 260 Fusion
F:
Price: 63 500 CBills
Total armor: 38 320
Engine: 260 Fusion
G:
Price: 68 100 CBills
Total armor: 38 320
Engine: 260 Fusion

All stats current as of release 0.15.3 </div> The Rommel was designed concurrently with the Patton in the early 3000s when Defiance Industries decided that a vehicle to replace 'Mechs was needed but didn't arrive until 3027. Designed for urban warfare it has great agility and speed.

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 Thunderbolt-5 allows it to soften up 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 TBolt5 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

The Rommel A, also known as a Thumper, is the only unit to carry the Thumper, a direct fire artillery piece. The unit must be anchored down to fire like a Mobile Long Tom, but it can scoot about much more readily when undeployed, and can change states very quickly. Mastering the Thumper takes time as it lacks the Long Tom's targeting computer, but the rapid rate of fire and nigh-infinite range allow it to repeatedly blast approaching enemies. The cannon can also be used at point blank, though its sustained damage-per-second is fairly mediocre. Three free tons are available for reloads.

Variant B

An often overlooked short to mid range support tank, the B carries a Large Pulse laser, backed up by two Medium Pulse lasers. The LPL can harass units out to 650 meters, but the bulk of the tank's firepower is in the 400 meter and lower range. Once past 350 meters, the B can bring it's two SRM-2 and SRM-4 to bear, keeping enemy pilots disoriented with cockpit shake. While it doesn't carry spare room for ammo, the cooler nature of IS lasers and 5 heat sinks keep the tank in battle. The B may lack the direct burst damage of other variants, but it can steadily pick through the armor of it's foes, and use it's armor to stay in the fight even against heavier units.

Variant C

Cousin to the Prime, the C trades combat longevity for raw short range burst damage. It trades the AC20, a half ton of armor, and one of it's spare tons of rack space for a UAC20. Instead of a TBolt5, this variant brings an SRM4 to the field, for even more cockpit shake. The two SBL are upgraded to ER variants as well. Pilots should keep in mind that their entire arsenal has a range of 350-450 meters, and care is required to not overheat the UAC20 or waste it's precious ammo.

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

The E is a fearsome mid range support unit, bringing a Heavy PPC into battle. Able to do massive damage to nearly all of a light or medium asset, the E also excels at finishing off weaker enemies due to the heavy splash damage from the HPPC. A Streak SRM 6 pack hammers additional splash damage into anything closer than 450 meters, and two ERSBL help deal with Battle Armor or to put additional pressure on damaged components. The long recharge rate of the HPPC demands precision targetting, assisted by E-Optics. While this variant does pack an additional spare ton of ammo for the Streak pack, it's three heatsinks can't cope with sustained firing for very long. Pilots are advised to use cover to get the most out of this variant.

Variant F

Comparable to the Hollander A variant, this Rommel trades the Hollander's speed for raw armor. The turret-mounted HGauss is immune to critical explosions making it significantly more durable than the Hollander, but it loses some firepower in that it only mounts two SBL compared to the Hollander's four. Two free tons are available for spare ammo, giving it a maximum of 18 shots.

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

The Rommel was designed concurrently with the Patton in the early 3000s when Defiance Industries decided that a vehicle to replace 'Mechs was needed. Since 'Mech production was nearly at a standstill, the ability to produce and field armored vehicles became a necessity no Successor State could ignore. The strength of the Rommel is shown in its great urban warfare abilities. A Rommel may lie in wait down an alley or in other concealment, and then use its devastating armament to cripple or destroy a BattleMech. The main advantage the Rommel has over other, older designs is a combination of higher speed and more armor.


Battletech Reference