Commando

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Commando
Commando rotating 350px.gif
Commando rotating 350px.gif
Class: Light Mech
Faction: Inner Sphere
Ticket cost: 2 upon destruction
Tier: 3
Tonnage: 25 tons
Speed: 97 km/h
Torso yaw: 220°
Torso pitch: -29° to +30° while standing
-30° to +29° while crouching
Variant Armament
Variant Weapons Equipment
Prime:
Price: 33 200 CBills
Total armor: 27 535
Engine Size: GM 150 STD
A:
Price: 33 500 CBills
Total armor: 27 535
Engine Size: GM 150 STD
B:
Price: 35 000 CBills
Total armor: 27 535
Engine Size: GM 150 STD
C:
Price: 42 600 CBills
Total armor: 29 172
Engine Size: GM 150 STD
D:
Price: 33 300 CBills
Total armor: 32 439
Engine Size: GM 150 STD
E:
Price: 34 900 CBills
Total armor: 27 535
Engine Size: GM 150 STD
F:
Price: 32 800 CBills
Total armor: 25 903
Engine Size: GM 150 STD
G:
Price: 29 600 CBills
Total armor: 25 903
Engine Size: GM 150 STD
Armor Points Distribution
BT
HD
LA
LL
LT
CT
RT
RA
RL
INT
2265
1380
2170
2170
2038
2453
3774
2453
2170
2038
3397

All stats current as of release 0.15.3

The Commando - In 2463 Coventry Metal Works (then known as Coventry Defense Conglomerate) introduced their second BattleMech, the COM-1A Commando. Created for the Lyran Commonwealth Armed Forces and one of the first 'Mechs ever designed for reconnaissance. Throughout it's long successful history it has seen several refinements to become what it is today a hard hit-and-run scout hunter.


Roles and Gameplay Hints

Prime

A striker and an ample one. At 350 meter all its weapon come to bear and that's quite a mouthful for this class.
The ML can be used from 500m to open the barrage, as the other weapons come in range. Having a speed no other light will envy on (except some Clan Tech "light assaults"), this units pilot better be wary of adverse circumstances on the battle filed, as there is no speed to rely on, in a case of a hasty retreat. More over the limited torso twist might mean there is nothing than the back armor between your opponents weapons and your fusion reactor...
On the other hand, there is little pride to loose if you break off somewhat early just in case your mandatory heavier partner is encountering resistance to big to chew thru. "Look at the bright side, kid: You're get to keep all the money."

Variant A

Don't be confused, this unit is a brawler and a menace. Should you be left alone, try to use your iJJ to break off in cover for a hasty retreat. Should you fail, you will be melted with delight and in hurry.
It seems there isn't much to be said for this straight forward layout, use the MG battery for the while the LPL is offline, once it becomes ready, let go of the machine guns so they can cool off, and change the lead to the target and fire it.
If you watch your heat; Watch your six and Repeatedly hit the same component, you will be just fine.

Variant B

Variant C

Surgeon assistant - this unit's highly precise SXPL battery will make short busyness of many a hand and external not shielded in time. The guided SSRM6 launcher, if fired in active radar mode will save the pilot the worry of aiming or leading the target while reliably providing some cool down time for the two DHS. The one free ton means relaxed dispense of the missiles.
Having no motion augmenting equipment, the pilot of this unit is advised to take the utmost care and keep a accurate oversight of the situation, since no returning fire will go past the 350m of the missile launcher, nor 300m of the laser battery.
Still, falling victim of the suddenly changed situation will not cost your team to many in either money or tickets, while the damage dealt against any considerably bigger targets will quite rack up your funds due to the favorable tier offset this units' nature provides.

Variant D - "RealToughGuy"

Variant E - "Enoch"

Jet another striker like asset. Returning fire past 400m out just won't work, and returning past 350m is only lended by the two modest ERSL. The majority of this units sting comes from the LPPC pair, which is no surprise, and the needed additional punch from the reliable SRM4. Relying on no reloads, means frequent reloads at base or sparing use.
Past the most lightly armored target, this units can hardly go toe to toe with much there is, thankfully it's low tier and ticket cost, coupled with the fairly affordable price doesn't make that as an unpleasant surprise of it.
Highly affordable, decently armored and of reliable firepower, this unit is an excellent companion to many a mech. Especially it's couple screen shaking and night vision disrupting weapons.

Variant F

Variant G

History

The Commando was originally a canceled Inner Sphere Light Mech, under development by Wandering Samurai Studios. It was announced as planned even before the 0.1.0 release, but no renders or images were ever released. It was unknown when and if it was still being developed until it was officially announced canceled on November 1st in 2012.
With version 0.11.0, the Commando has been confirmed for release and has finally see the light of day.

Canon

By the time of the Clans' invasion, the Commando was a nearly 600-year-old design for an early reconnaissance 'Mech. Despite its age, it was still an impressive unit with its SRM6 and SRM4 missile launchers supported by a single Medium Laser. With 4 tons of armor (a half-ton less than the Raven), it could run up to 97 km/h. One of the first Mechs designed for Reconnaissance, then upgraded to Stricker. Variants of the Commando were created even after the invasion, proving the success and popularity of this design.

Date Introduced 2463 during the Era known as "Age of War" (2005 - 2570) - Unit Role: Reconnaissance, then in 2486 upgraded to Striker

BattleTech Reference