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Class: Tank
Faction Inner Sphere
Ticket cost: 7 upon destruction
Tier: 9
Tonnage: 65 tons

74 km/h (84 km/h with boost)

Turret rotation: 360°
Turret pitch: -4° to +35°
Variant Armament
Variant Weapons Equipment
Price: 62 500 CBills
Total base armor: 43 840
Price: 90 500 CBills
Total base armor: 38 320
Price: 59 900 CBills
Total base armor: 38 320
Price: 63 600 CBills
Total base armor: 38 320
Price: 67 800 CBills
Total base armor: 38 320
Price: 69 700 CBills
Total base armor: 38 320
Price: 63 500 CBills
Total base armor: 38 320
Price: 67 100 CBills
Total base armor: 38 320
Armor Points Distribution

The Rommel tank is a 65-ton armored combat vehicle, specializing in close range fighting and urban combat. It has great agility and speed.
Rommel Howitzer known as (Thumper) is equipped with Long Tom Artillery Cannon which inflicts massive amounts of damage on the target and it's immediate surroundings.

Roles and Gameplay Hints


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 10.5 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 62,500 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 [Left Ctrl] 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 at 15 shells per ton provide this Rommel with enormous fire power. Equipped with EOptics and BAP aid it in it's search for pry and enemy movement. Aided by LAMS, automated defense turrets that target and shoot down any enemy Missiles and Artillery in range.

Variant B

An often overlooked short to mid range support tank, the B carries a Large Pulse laser, backed up by two MXPL. 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 SRM2 and SRM4 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

The C trades combat longevity for raw short range burst damage. It trades the AC20 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 Flamers are are brought into play as well. Pilots should keep in mind that their entire arsenal has a range of 0-450 meters, and care is required to not overheat the UAC20 or waste it's precious ammo. EOptics allows the Rommel C to survey the battlefield to better position itself before unleashing it's damage. Only 1 Free tons so plan your strategy according to the map.

Variant D

The second in your face brawler, the Rommel D can strip mechs down with lethal precision. An accurate LBX20 shotgun 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 maneuver 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 single SSRM6 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 targeting. While this variant does pack an additional Spare Ton of ammo for the Streak pack, it's three HS 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 with assistance of EOptics, 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.


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