Hollander II

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Hollander II
Hollander2.jpg
Hollander2.jpg
Class: Medium Mech
Faction: Inner Sphere
Ticket cost: 5 upon destruction
Tier: 5
Tonnage: 45 tons
Speed: 86.4 km/h (120 km/h with MASC)
Torso yaw: 360°
Torso pitch: -34° to +55° while standing.
-34° to +64° while crouching.
Variant Armament
Variant Weapons Equipment
Prime:
Price: 55 300 CBills
Total armor: 35 568
Engine Size:
A:
Price: 60 500 CBills
Total armor: 31 972
Engine Size:
B:
Price: 54 000 CBills
Total armor: 35 568
Engine Size:
C:
Price: 54 500 CBills
Total armor: 35 568
Engine Size:
D:
Price: 54 750 CBills
Total armor: 33 769
Engine Size:
E:
Price: 55 350 CBills
Total armor: 31 972
Engine Size:
F:
Price: 55 300 CBills
Total armor: 33 769
Engine Size:
G:
Price: 54 300 CBills
Total armor: 35 568
Engine Size:
Armor Points Distribution
BT
HD
LA
LL
LT
CT
RT
RA
RL
INT
3006
2760
2004
2004
3833
3259
5010
5261
2004
3833
2300

All stats current as of release 0.15.3 </div> The Hollander II is an Inner Sphere Medium Mech well known for its powerful weaponry and gangly appearance. The Hollander II has relatively light Armor for a Medium Mech, and is not particularly speedy or maneuverable; it makes up for this by mounting some of the most damaging weaponry in MWLL. Hollander IIs tend to stick to the same basic design: one large, powerful weapon mounted on the Right Torso, and smaller, weaker weapons mounted on the Left and Right Arms. The Hollander II does have a couple of glaring weaknesses: both the Cockpit and its main weapon are very visible atop the Center Torso, making it fairly easy to either kill the Pilot or disable the weapon. The Hollander's spotlight is mounted directly above the cockpit. Turning on the spotlight can partially blind the pilot due to glare and the light reflecting off of fog.
One of the obvious methods for defeating this Mech is to destroy the right torso of the Mech, thus removing the vast majority of this Mech's firepower. Additionally, one in combat with this Mech may choose to destroy the Left Torso. Although this section does not mount weaponry to remove, it is less armored, and therefore easier to blow away.

Roles and Gameplay Hints

Prime

The Prime variant mounts 1 Gauss as its main weapon, and supports that with 2 ERMBLs, giving it a respectable long-range punch. It lacks any close-range firepower to deter Battle Armor and brawling Light Mechs so a prudent Mechwarrior should try to keep his foes at long range. Care must be taken to protect both the Gauss and Cockpit, as they are both very vulnerable. However, because the Gauss is positioned on the highest point of the Mech, it allows the majority of the Mech to remain in cover when poptarting which the Prime excels at due to its improved jump jets. Furthermore, each gauss shot can be carefully placed with pinpoint accuracy using the Prime's enhanced optics.

Variant A

The Hollander II A mounts a single HGauss as its main weapon, and supports this with 4 SBLs and a MASC system. This gives the A variant absolutely fearsome firepower at close to medium range, and allows it to close at unexpectedly quick speeds. This is balanced with low ammo capacity and a long refire rate for the HGauss, limiting its effective time in the field. Extra care must be given to protecting the HGauss, as that is this variant's primary means of defending itself. This variant is extremely susceptible to spontaneously exploding when the Gauss Rifle is destroyed, due to overloading causing additional damage to neighbor sections. The A also is the only Hollander that does not have jump jets which gives it far less mobility than its cousins.

Variant B

The B variant is a pure brawler. Its massive UAC20 is capable of dealing heavy damage to targets up to 350m away while its 4 small pulse lasers are effective to 250m. The B variant is best used as a brawler, quickly jumping into battle with its improved jump jets, and dealing high DPS with the UAC20 supported by its pulse lasers. An extra 2 free tons allows it to remain in combat for a long time. Alas only having 2 heat sinks causes mechwarriors to struggle with the B's combined weapon and jump jet heat output. Equipped with only close-ranged weaponry means that at range, the Hollander II B is defenseless. Its large autocannon sitting on its right shoulder is also relatively easy to hit, so Mechwarriors should try torso twisting away from enemies to distribute damage.

Variant C

Thunder bolts - 15 grade are this variant's main punch. The odd Tbolts are a product of the Solaris VII arena circus - they are useful at any range - from zero to 750 meters, on lock or dumb fired. This comes at a cost - they are less maneuverable than other missiles, and move slower too.
Besides the Tbolt15 the units packs a pair of SBL and LPPC each. The PPCs offer all EMP, splash and damage, while the lasers only do the later. Tho have in mind, over time, the lasers not only shoot more often, but stack up more damage than the PPCs.
The selling point of this chassis might be the Tbolt15 launcher, but to manage any close encounters the pilot will depend on the skill to tap into the fire power of its secondary weapons array as well.

Variant D

The D variant is an extreme long range sniper. Its light gauss hits targets up to 1200m away while its quad AC2s reach out to 1500m. Mechwarriors piloting the D should stay at long range, liberally using its enhanced optics to find distant targets to quickly deal combined gauss and autocannon damage to mechs that can't retaliate. Additionally, employing poptarting tactics allows the D to reduce its exposure to enemy sniper counter-fire. Two free tons of ammo allows it to spend significant time in combat before having to return to base for reloads. Its greatest weakness is enemy mechs that manage to close the distance as the D variant lacks any backup weaponry.

Variant E

The Hollander II E variant mounts the largest shotgun autocannon on its right shoulder - the LBX20. Dealing a massive burst of autocannon pellets accurately up to 450m, the E should be taken seriously at close- to medium ranges. Furthermore, it carries 4 LBX2s which function as very long range harassing guns as well as great anti-aircraft deterrents. One free ton of ammo keeps the LBX20 firing a decent 24 shots before having to return to base to reload. BAP and eoptics allow the E to find and antagonize distant targets with accuracy.

Variant F

Mounting a massive AC20, dual SRM2 and dual flamers makes the F variant a multi-purpose brawler able to deal with mechs as well as battle armor with confidence. Mechwarriors should close quickly to knife fighting range using its MASC to run into battle at 120 KPH, dealing massive combined screen shake with its autocannon and short range missiles while blinding and overheating the enemy with its flamers. Caught outside of this kill-zone, this variant falters completely as its armor is insufficient to take much punishment and has no long range weaponry. One ton of extra ammo gives it a decent amount of time to remain engaged in battle.

Variant G

Essentially a poor man's Bushwacker Prime, this Hollander carries an HVAC10 in the right torso mount, with two ERMBLs in the arms for backup. Its ranged firepower is fairly lackluster compared to many other 'Mechs in its price category; the variant's main saving grace is its GECM and improved Jump Jets, allowing this Hollander to sit high up on a hill and empty its generous ammo bins into any hostiles in the vicinity.

Canon

The closest thing to the Hollander II in Battletech is the Hollander model BZK-F5, which carries a Gauss Rifle, a single Medium Laser, and a Streak SRM 2. There is also no mention of Jump Jets.

BattleTech Reference