BATTLETECH: The Hatchetman
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- Опубликовано: 5 сен 2024
- The #Hatchetman has arrived to the channel. Lots of fun this time around as we talk about #Battletech ‘s original face-breaker. Using its big club/axe, this machine is a menace to anyone who gets too close. A favourite of the #LCAF and #AFFS, this has a long, storied history and many variants. It even has a dedicated model for the ROTS, or Republic of the Sphere, a faction which often we haven’t gotten the chance to shine much light on.
So, come join us as we talk about the man with a plan, and a hatchet. The Hatchetman.
Sources:
The art for this all came from official sources. As a quick note though, some picturs of the HBS Battletech Hatchetman are directly from Victoria Passariello's artstation of the design, the original designer for the video game:
www.artstation...
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#Battletech #Mechwarrior #HouseKurita #HouseDavion #HouseMarik #HouseSteiner #HouseLiao #Battlemech #SuccessionWars #Mechwarrior #Medium #MediumMechs #MediumBattlemechs #Hatchetman #catalystgamelabs #CGL #affs #FederatedSuns #AFFS #LyranCommonwealth #LCAF
Note: I am not associated with the Battletech / Mechwarrior IP, and create this under fair-use. Ownership of the Battletech IP resides with several companies at this time. I support all official releases.
As a wise man once said "Optimal Inner Sphere engagement range"
Grayson Carlyle said: I'd rather have a large laser instead...
No better mech to have on hand when the warcamp runs out of fire wood.
Firestarter would like to have some woods with you
@@ian5395 That just uses the fuel up faster.
The Hatchetman is scary if it can close the distance, In urban areas or heavy forested areas it shines as it’s mobility can close the distance with minimal resistance.
It’s also funny to mention that the Kuritan pilots refused to even look at the thing until the engineers replaced the hatchet with a Katana.
And the HCT-5K reduces its melee damage as well, although I suppose some people would say that the increase in accuracy might be worth it.
@@ErinPaletteit increases the honor which is good enough
One unique feature left out but worthy of note and correct me if I'm wrong as I'm remembering from the novels not the game is the ejection system. The entire head detached and was piloted to a safe landing instead of a standard pilot ejection seat as can be seen by the elongated head and "wings" at the back.
The Axeman and Wolfhound shared this trait. Became a plot point in the first novel of the Blood of Kerensky trilogy, when Kai Allard-Liao in a borrowed Hatchetman was forced to engage the Clans while Dr. Deirdre Lear was riding his 'Mech's rumble seat. The full-head ejection meant that, when Kai detonated his 'Mech to trigger a trap to neutralize the Falcon Guard Cluster, Dr. Lear was safe with him, while a conventional ejection system probably wouldn't have included the rumble seat and left her to die.
Knew I read it! And the danger if the mech was in a fallen position when activated as to why it was not more widely adopted. @@erikbjelke4411
You could tell from it’s era and load out, this is an ambush predator designed to fight Kuritan Lights and Heavies in close quarters.
I think a lot of lights might make fools of it, even in dense terrain if it doesn't make its first round count.
Every Charger in the Draconis arsenal: "At last, a worthy foe. MEET ME IN THE PIT."
@@meshuggahshirtthe charger is the yokozuna of the combine, it's got no weapons because it's meant to be a rikishi, it's a sumo wrestler, and it does that job splendidly.
When it works, the Hatchetman can be devastating.
The key words here being, 'when it works'.
The problem is in the original Battletech it required a minor miracle to actually hit with its hatchet and that is if your opponent didn't blow through its thin armor first
@@thequietgamer7147 It's strike-rate's improved in more recent editions of BT, but yeah, it's too slow and lightly armoured for open field conflict.
@@malusignatius honestly if given a choice I would still pick a huchback for close quarters or urban fighting its easier to hit with the ac20 than a hatchet and quite a bit tougher too
60% of the time it works every time
@@thequietgamer7147 The main issue with the AC20 is the limited ammo capacity. Once it runs dry, you're left doing very little. The hatchet never runs out of ammo (but of course, it has its own drawbacks).
I love the melee mechs, they create a fun dynamic when playing, and it's always good for all around laughs when you roll a six and take out an assault mech
And that assault mech would be an Atlas. That would be sweet. Lol
Take the RotS version make it closer to the Assassin in speed with ferro steel armor for weight loss and give it a more tomahawk shaped hatchet with a arrow headed tip to pierce armor more efficiently and increase its 1 shot capability. Put it in an ambusher and harrier role 2 others and nothing will scare you more than 3 of those thing barreling down at you at 110kph from your flanks.
The original Hatchetman is good but the 5D is... Chef's kiss...
Especially fighting Blakeist and Drac forces. Gotta love the bonus ECM bubble to go with the hatchet.
I will give the Hatchetman points for brutal style. However, it is slow and does not have enough armor for close in fighting. This makes it inappropriate for brawling. I know it is meant for urban combat, but I don't thinks that helps much. I will fill my lances with Vindicators if I need slow 45 tonners.
I am enjoying your videos, good job churning out quality stuff.
One of the reasons it exists is for the simple fact you can easily disable “nice” mechs and confirm a kill. If we want to talk a interesting role? It can actually survive ejecting underwater, and if you have replaced the AC10 with a torpedo or missile pod, you theoretically have a ideal underwater mech, as all of the weapons work underwater. This is all just a theoretical though, so ask your dm or it’s equivalent for if this is a allowed idea.
I put on the biggest engine possible and then just charge straight at the enemy- and rip n tear- its one of my favorite mechs atm I get it to run at 120 km/h using weight saving techs with an AC/10 in the chest, along with max armor + AMS In many missions I kill multiple other mediums, heavies and assault mechs per mission.
kindly bring those VNDs into my Cities and Industrial Parks. That way even with your superior armor, your minimum range leaves you facing my HCTs with.. 1 Medium and 1 Small Laser?
Proper tool for the proper job. Yes it could use heavier armor, but if you are using it anywhere but cities and industrial parks, that's kind of on you, not the design.
@@killerpeaches7 I've managed to get my hatchetmen up to 200+ Kmh with massive jump range, and my Grasshopper to 170, and my atlas to 150, in every mission I just run them straight at the enemy and start ripping them apart- its very fun and very effective.
@@WelcomeToDERPLAND the fastest a 100 ton mech can go is 86 kph though... 8 movement points. The 400 engine (the biggest possible) only gets it up to 64.8 kph and masc doubles the walk speed. Giving you 8 movement points maximum for your supposed 15 movement point atlas.
Hatchetman, Hatchetman. If they can't brutalize it, no one can.
A Hatchetman with TSM, a fast engine and ECM protection would be a terrifying thing to fight. It could scare the bejeezus out of fire support lances as it just bum rushes that one Catapult in the far edge of the table. Hatchetman could be very potent in the tabletop and in lore, just needs the right amount of tinkering, and an opponent okay with said tinkering.
Such a mech exists the mighty Ti Ts'ang
In lore that would make the mech so expensive that you'd likely be better off just buying a more cost effective heavier mech instead in most circumstances.
I can definitely imagine a scenario based around a one-off, heavily modified hatchetman piloted by some legendary solaris gladiator, secret comstar operative or clan infiltrator being fun though. A lance of lower tech level mechs has to try and hunt down the stealth hatchetman in a foggy city for example, only it's not so clear who's the hunter and who's the hunted so it's a cat and mouse game with battlemechs.
@@BraindeadCRY
ECM and TSM aren’t that expensive, lol.
Something like the BNC-8S, a Word of Blake variant of the Banshee, equipped with TSM and a hatchet?
I built one like that using Yet Another Mech Lab in MW5.
Also has a MASC for good measure, 81 base speed, comes barrelling at you at 120km with the MASC enabled and suddenly your arm is gone and your side torso is heavily damaged. Absolute menace
Ah the Hatchetman, the personal ride of Dr Banzai who said "No matter where you go, there you are."
"No matter where you go, there you axe" ftfy.😅
I love that movie. Such an awesome reference.
Knew someone would make the Buckaroo Banzai reference... still wondering about the watermelon...
Hatchetman, take me by the hand
, lead me to the land that you understand.
Thinking of the second Suicide Squad movie where Peacemaker uses a hatchet on an unsuspecting rebel. Totally want to recreate that on a Mech scale now.
I had a variant that had triple-strength myomer, jump jets, and some medium lasers.
Goal was to get in fast, building up enough heat to trigger the myomer, and hit for double damage.
Also was famous in our group for doing two fatal DFA stomps on Assault mechs in one battle.
The Hatchetman: because someone looked at their walking tank and said "I want to split some git's head open with this"
Yeah, I know Mechs have been throwing hands since the Age of War, but that just makes it odder that nobody stuck a melee weapon on their Mechs before this one got built.
Just weld a whack-off big sheet of armour to the underside of an arm and grind it to a blade, surely? Even Succession War I Mechtechs should have been able to manage that...
I mean there’s probably a Solaris Gladiator out there that added some reinforced claws or spikes to the knuckles of their machine.
Prior to the fourth succession war, Justin Allard-Liao actually was a Solaris Gladiator who managed to find a Centurion, which he named Yen Lo Wang, and had three of its fingers extended and made into sharp reinforced nails (A capellean custom apparently for the ruling class) and removed the LRM to upgrade the Autocannon to an AC20 model. He then Became Solaris champion, his son Kai would then replace the arm with a Hatchetman’s arm and replace the old tech with Clanner tech after winning 5 consecutive ritual duels of position against clanners, only losing to Jamie Wolf of all people. Like his dad he managed to become the Solaris Champion twice in a row before retiring.
Yan Lo Wang is still in use in the Dark age, in the hands of Danai Liao, in which they refitted and added a shield.
@@MrMortull the marauder kinda did that, however it wasn’t a bladed weapon, but a pair of clubs for arms. I’d say the reason is not wanting to encourage it on a administrative level.
I am painting mine green and naming it Great WAAAAHHHHG!
why lose tonnage to a hatchet when you can just grab (given the correct arm actuators are present) a lost limb of your enemy without any weight repercusion and use it as a maul...
I always enjoyed the idea of a big stompy robot swingin a big ol axe.
Gud vid fren
Now out on Mechwarrior 5.
Melee mechs a missing feature in MWO.
Just played the MW5 Mercs DLC. I was far enough in to the game I fielded a single MAD-4A and felt bad because I was alpha striking the hatchman mechs as they came at me with my 3 ER PPCs lol.
And yet they added the Hatchetman into Mechwarrior Online.
@@GhostBear3067 yup insane.
The grandaddy of all smashy mechs to come.
No sound again.
Just kidding sounds good and I'm super impressed with the volume of fantastic videos you're releasing man!
Hatchetman, Hatchetman
Does whatever a hatchet can
Look out, here comes the Hatchetman
My Taurian merc company plans to liberate one from the Lyrans, and make some modifications for ease of logistics: Swap out the AC for a large laser, add 2 heat sinks, up to a 225 engine, a 5th jump jet, and up the armor to 9 tons. 😄 The only real downside is upping theBV to about 1100 or so, but if it works, it works.
Groovy, fear the bonk!
It's just trying to boop
@@BigRed40TECH yup it wants to boop da snoot!
Honestly I wish there were more melee focused mechs. It's kind of silly that there isn't more of them. The design room is there. Like have grappling hooks designed to keep mechs from moving away from them, lots of armor and protection, literally give them giant jet engines lol, etc. I don't know. Feels like the game needs it for those that like melee centric combat.
There are quite a few by the Ilclan era. Sincerely, it's not a small list anymore.
Good video! The Hatchetman is a fun design lore-wise, since it opened the door for more effective melee mechs such as the Axeman, Buccaneer, and Berzerker. Like most first-generation designs, it was far from perfect. One thing you forgot to mention was the other fairly unique feature of the Hatchetman: its full-head ejection system. This made it pretty popular among mechwarriors in hazardous environments and virtually guaranteed that even if the mech was shot down, the pilot would survive.
Love the video series! Any chance of the Phoenix Hawk soon?
Its the next medium
I love this thing, and it's fun as hell to use in Battletech. It can be a very brutal surprise to many things it'll meet on the battlefield if you use it correctly, but as mentioned in the vid, it's not designed to go up against Assaultmechs.
Good job Bear. This vid is a cut above the rest!
I like my videos to be on the bleeding edge of quality I tell you.
I thought Bear was my nickname between me and my significant other, and some family. So what is the story behind Big Red being “Bear” here?
Perhaps I am just a caveman who likes a hands on approach. The Hatchetman is always a go to mech for me, something I find deeply satisfying about planting a hatchet in a enemy. I've had many good fights with this mech, holding the line, finishing foes off, and body guarding. While true on open ground unsupported you will run into trouble but you can say that about most mechs.
Good use is hunting wounded or weaker mechs of similar or lower speed, or deal with mechs like Firestarters, also body guard support mechs like ideally something putting hate out long range. Good tag team is a Blackjack, or Hunchback and Hatchetman. Blackjack or certain variants of Hunchback help work a target at range and can help the Hatchet man when closing in for the kill. Not a sexy mech to some to those that can appreciate the design she won't let you down, I'd take her over any other mech.
INITIATE GLORIOUS MELEE COMBAT
Glorious = sad? lol
@@BigRed40TECH gloriously short
Great video BR40k! I love these everyday ones the most. Especially since you aren't just reading the TRO's. And I don't care that you left out some of the better things about this Mech. It's a Badass if used right and that's that! Keep up the great work and Stay Safe and Healthy!
Hatchet man is a true inner sphere mech. When in doubt, melee it out!
So far this one post has the best comments in it. I've played around with a first-gen Hatchetman and some Dark Age upgrades. Like you I used the punch table for the axe, so I understand why that rule got changed! In my headcanon the Hatchetman equipped companies did well in the Fourth Succession War due to the "new idea" modifier. The Steiner units kept the Kuritans from gaining many systems and probably paying a lot for some of them. The Davion units used them on offense and did well because a Vindicator isn't worth much after the PPC arm gets hacked off. Then the rest of the IS learned how to counter it and it lost some value. Then the Clans showed up and the bounding axe slash got its value again.
Mine in MW5 has a HAG-20, Clan ER-MLs, and Double Heatsinks.
(Thanks, YAW-C! You're the best!!!)
There is nothing more Steiner than the Hatchetman…you can joke about Steiner Scout Lances all you wish, but the Man of Hatchets just screams Social General. My Davion-space merc unit feels shame that this mech was caused because Hanse Davion was thirsty for a blonde.
In all seriousness, aside from RP purposes, I still have fun using the Hatchetman. Not a big Mechwarrior player, so I cannot comment on gameplay there, the HBS Hatchetman is (when used in conjunction with jump jets) is an excellent ninja mech.
It's a fun mech, definitely.
A good Mech to fight against Elementals.
Love the mech. Best way I've use it sit back and hide trees and ac10 away then swoop in and kick and axe people.
Honestly the hatchetman is great as a suicide mech! If you're able to get it in against an assault mech you can trade your hatchetman for an assault! I have a friend who I've pissed off so many times by taking out his assault mechs with my hatchet man who also died the same turn
At 45 tons, the hatchet allows it to strike with the force of an assault 'Mech.
Love the HCT-6D, love melee mechs in general.
The vision of 1 or 2 drop pods smashing right outside a factory, using jumpjets and close range weapons to annihilate all defensive weapons the smash and grab all the stuff inside before booking it the hell out of there.
So i guess thats why i dont want standard military mechs and such because the would sell most of those keeping what would work best for short term close range engagements.
Love the video, always love learning about how mechs fair in lore vs on tabletop and these videos are a great surface level of both.
I feel like i agree with the consensus of wanting mentioned the special ejection mechanism but dang the video is still 11 minutes long, so good job for getting it that low 👍
Played this thing is MW5... Yeah. I'll need a modded mechlab to tune it better. Speed is as you describe, not horrible, not great. Armor is distinctly OK, but for its big-balled combat strategies, arguably could use more. AC10 is great, but in MW5 it has 2 tons of ammo stored in the CT by default lmao. End result from how it's seen: Slowly jog towards enemy, get armor worn out from repeated encounters, have CT break because CT is also huge for their hit probabilities, proceed to have "ammo explosion detected"... It's not a good mech, but dammit if it isn't a fun one.
I used to run a custom Hatchetman. Dropped the AC-10 for a bigger engine, an extra jump jet, 4 MLs, more armor, and... an extra hatchet. In case he lost an arm. Always good to have a backup hatchet!
I had two hatchetman in my close defense (city) lance.
Always great fun, turn a corner and chop!
The Hatchetman is one of those mechs that screams for TSM and swapping the AC for energy weapons. Because carving someone's fusion reactor out from behind is funny.
anything that walks into range of a hatchetman is risking a 15% chance of losing it's head. we've all rolled dice. that 1 comes for everyone.
I LOVE that you put out daily Mech videos. It gives me something extra to look forward to every day. Thank you!!
I do my best. :)
In a era of "Pew-pew" and "Bang-Boom."
*I dare to Chop!*
My very favorite Mech, hands down. Or hatchet down.
The full head ejection was created to serve a plot point. So that they had a way to eject both Kai Allard and Dr Lear at the great gash. I love this mech and its my favorite medium.
Here cometh the Hatchetman prey his blade is sharp least the butchers cuts be a messy affair
Hatchey is, just fast enough.
It's a gotcha, an area denial. If I have cover, I control that zone.
Want me guarding the lurm boats? I can take pulses and lbx. nomnomnom
I feel like the best word to describe the hatchetman is "adequate." And in terms of production and utility, that's good enough for a work horse.
It needs to make a Whoop whoop sound.
The Hatchetman is one of my favourite go to mechs due yo it's unique design and reliability for Urban and Jungle Warfare.
While it has plenty of Flaws, it shines alot upon engaging enemies who are fragile in close range combat, hacking unsuspecting foes within the City or other Urban Areas.
The Hatchetman is considered to be a Young Brother towards the Axeman.
That Republic of the Sphere variant sounds nice, but it would've been nicer if they dropped the X-Pulse Laser and the two extra heatsinks (and probably the AES) to try and cram TSM in there. Jumo right next to your target, fore all your lasers, and on the physical phase, just absolutely demolish something.
Edit: Actually, maybe it needs more X-Pulse Lasers.
This is a great channel that I am enjoying a lot
Awesome, thank you!
The original version of the Hatchetman didn't devote any weight to the hatchet, and had 14 heat sinks instead. This made the mech great when partnered with a Firestarter since it could move around inside burning hexes without risk of overheating, and use that to hide. It was also easy to up-gun or up-armor by removing a few heath sinks, since it could not build up 14 heat.
I like the Hatchetman in medium lances, as long as the rest of the lance is well-rounded. It seems to partner well with the Enforcer.
Yep, in 3025 TRO the original, it had 14 heatsinks and the hatchet was free. lol
@@BigRed40TECH They were using the improvised weapon rules for it. After improvised weapons were introduced (Citytech, I think) it started to be pretty normal for players to rip up trees or whatever right at the start o a game so they'd have them for later, and it kinda doesn't make sense that you can pick up a club in the middle of the game but not just start with one.
You don't pay tonnage when you use a mech's detatched limb as a club, so they didn't make that Htchetman pay for having a factory-standard club.
It's kinda weird to consider that the hatchet teakes up 3 tons, but if 3 crits knock off the Hatchetman's arm (with the hatchet) and another mech picks it up to use as a club, that's free.
I am actually curious if they add mech horses at one point so the mech can mount it and ride into battle like a proper knight. I mean theoretically you could mount a quad mech, so it's not that far off.
Add a 10 ton thermal lance or something similar and charge into the enemy.
I just want a big fucking assault mech with the beefiest engine imaginable and no fucking heatsinks, just a fuckton of armor, a sword and a shield
PUT HEATSINKS IN THE SHIELD SO IT CAN DISSIPATE LASER FIRE MORE EFFICIENTLY
"Few people want to be in its way.." Especially the Falcon Guard!
The Hatchetman is genuinely one of my favorite mechs, a legacy of it being the preferred mech of one of my favorite characters from the novels. And it was the first Battletech mini I bought from Iron Wind.
My favorite mech
4:14 "Also utilizing the punch table for damage where the blows land.."
When did they change this? My compendium (1994) states hatchets use the same rules for clubs, except they only require one arm (p 47, 117). And that clubbing attacks roll normally on the BattleMech hit location table (p 46).
If they did change the hit location rules, this would make any 60+ ton hatchet wielding mech extremely dangerous for one-shot head shots.
Earned yourself a sub from a scandinavian here. Big BT fan. Could you do videos on the Shadow Hawk, Banshee, Flea and Free Rasalhague Republic/ House Haakon ( Håkon )? The space norse that appeared in the 3030 as a buffer state, got wrecked by the clans, survived by getting taken up by Clan Ghost Bear due to similar traditions etc, then renamed Ghost Bear Dominion and most recently Rasalhague Dominion. Best of both worlds. All with dual leader rule. Prince AND Khan. Underrated as F as a faction.
The Banshee is coming this week.
The Shadow Hawk will be coming in a month? Approximately a month. I think.
@@BigRed40TECH awesome!
ignored cons, most handsome mech by far
I was a Hatchetman
In a FedCom med lance I did ride
Griff and Enforcers by my side
Many Kuritas by my AC/10 were slayed
Many Capellans spilled their guts upon my blade
The Clanners headchopped me in 3051
But I am far from done
While it may not have been as lethal as its designers and pilots wanted, I see the confidence builder of a new design and the reinvention of old weapons by bringing them to the mech scale as worth the product's limitations. Without this you have no Axeman. No Berserker. No Scarabus. No Hatchet. And possibly no mech scale swords, maces, etc. The Hatchetman cut a trail forward off the beaten path, and that remain invaluable.
More than any other mech, the Hatchetman to me embodies the horrors of the succession wars and the utter devastation wrought by Amaris. In the 2770s, Mechs would use Endo steel forged in the hearts of singularities and were clad in ferro-fibrous armor, wield gauss cannons and pulse lasers, fire missiles with near-intelligent aiming systems over distances that would be beyond belief for the 3010s... And after all the brutal bloodshed and destruction and nuclear fire of the Succession Wars, this mech shows up and is hailed as an innovation and technological marvel... for attaching a HATCHET to a Mech. A sharpened hunk of metal is the best innovation the Great Houses could come up with when 300 years prior, they wielded the power and fury of LosTech.
Another of those mech that excel splendidly in urban combat... as soon as you are lucky with some runs of initiative on the board and one of those mech that I have always missed in the MWO (along with obviously, the mechanics of melee combat.
I first watched this on the old Battletech show as the mount of the hero (a distant cousin of Melissa Steiner).
When given cover by my hunchback and marauder, my hatchetman or axeman can ruin many mechs day
Never could shake my original idea that this was a Solaris special. I'll take the Centurion for the cbills.
Edit, I did like the fluff about the head being its own steerable ejection unit though.
Great videos - I'm enjoying the series. One note: currently, melee weapons use the gunnery hit location tables. This makes head hits much less likely.
I was so annoyed when I learned this.
@@ohthreefiftyone It actually depends on the melee weapon. Some are punch table.
Honestly a better upgrade for this mech would be:
Increase mass by 5 tons.
Strip all jump jets and replace with a MASC system.
Instead of a cutting edge, make the hatchet blunt. While aiming for a head strike is good and all, slamming that hatchet on a mech's joints is even better. You can even lock a opposing mechs actuators by crushing that armor section into it. The blunt damage to medium and assault mechs would be deviating.
Weapon wise, keep the AC/10 and medium lasers for 3025.
Refits at 3050:
Fervor Armor, double heatsinks, U/AC5, 2 medium and 1 large laser [keeping the mech @50 tons]. Other options, inferno srm launchers. XL engine to increase speed along with the MASC.
Hatchetman clan refit. U/AC 10, clan xl engine, double heat sinks and 3 medium pluses lasers. Maybe have enough spare tonnage to throw in a ECM.
Once triple strength myrmor muscles come in, swap to an stealth armor/Angel ECM system. Pretty much turning the mech into a direct cousin to the fabled Exterminator and Spector battlemechs.
I initially hated this mech. Really wasn't a fan at all. Then I modified one. Downgraded the cannon too a quad of machine guns, 3 tons with ammo. The extra weight went to armor&heatsinks. When the tech got better, triple strength myomer became an automatic include for any mech with a hatchet.
I'd also refit it with SRM4s, loaded with infernos. It definitely won a place in my heart.
This mech will make your enemies UNSEEN, one slashing chop at a time!
''I will fight the clans, though... I do not have the lance''
''then you have my AC 10.''
''And you have my LRM's''
*''AND MY HATCHET.''*
Best comment here. 😎
As much as I like the hatchetman, it's the axeman that's my melee mech favorite. Possibly because I killed a heavier mech in my first game by jumping over it and carving open the rear armor
The Axeman one day.
We will get to the Axeman one day.
Let's not forget the HCT-5K, which replaces the hatchet with a sword that actually deals *less* damage. Ah, those wacky Kuritans...
Still my favorite version of Hatchie is the HCT-3X from the 2018 video game, which "is entirely focused on near point-blank range, retaining the 'Mechs signature hatchet and arm mounted Medium Lasers but trading the HCT-3F's AC/10 for a pair of Machine Guns in each side torso and twin SRM-6 launchers in the left torso. Two tons of machine gun ammo and one of SRM reloads are carried."
I’m mad I read the catch line like the song Men in Black
🎵Here comes the Hatchetman🎵
🎶Hatchetman🎶
Mech with a giant Ax man…..
Good evening big red 40 K. Awesome you finally did another flex ship house Steiner design: the Hatchetman. Good all around weapons special there a canon and lasers and a titanium hatchet. Good analysis done by you. In your opinion did the hatchet man set the trend for other Meele mechlike the axman or the no Dachi and use with the house Hurita?
The Hatchetman is the genesis of all dedicated melee mechs in Battletech.
Always looking forward to your vids! Would love one on the Banshee
The Banshee is coming this week, after the Jagermech. :)
Big Red 40k 🥳
Really like this mech
I modified a shadowhawk 2d to do the same thing in hbs by removing the lrm 5, medium lasers and heat sinks and replacing them with two small lasers, an arm actuator and tons of armor. Frankly, a much superior design in its role with the only negative being that those arm mods aren't as easily replaceable. Thanks to its overkill heat management, it is easy to upgrade as well, accepting small pulse lasers or a UAC-5 without much issue.
Great video Red, but you make the common mistake of claiming that hatchet attacks use the punch location table. They do not. Hatchet attacks are not treated as a punch attack, rather, they follow the rules for clubbing, which use the normal hit location table. I think we've all made this mistake at some point in time, but it is, in fact, a mistake.
Hold it right there. The hatchet doesn't utilize the punch table unless you chose to make the attack with a +4 modifier (which itself is a rules-wise a recent option - previously it used to be a club attack) and it also does damage in a different phase than the other weapons do, which prevents it from forcing piloting skill rolls. It can be vicious, but it's not that great.
Concur. Long misunderstood, but a close reading of the rules has the hatchet on the full body table, not punch hit. This clarification plus the addition of an assigned weight to the hatchet makes the weapon a show-boat only. After lots of play with hatchet wielding mechs, I found a kick did the same amount of damage and consistently hit the legs. Shin-kicking also frees up the use of arm mounted weapons, so you could do that same damage PLUS attack with weapons from both arms all in the same round. With multiple heavy strikes against the enemy legs, you have a better chance of removing their pins. Edit: also, if you are hitting from the side, the kick hits that same leg every time (no roll necessary), and is actually the most consistent focusing of damage you can do of any attack. As the battle of Hoth accurately demonstrated, a walking giant is most compromised at the knee level.
@@ashfsdfhsdfh Indeed. The hatchet is somewhat better than a club because it only takes one arm to use and has a somewhat wider arc where you can use it (usually moot as you want to move toward targets to attack them physically or they just walk away), but that's about it. The only time it's preferrable to kicking is when your piloting skills suck because missing with a kick could result in a fall. If anything at least take a vibroblade that allows bigger hits by light 'Mechs if you want to go that way, but I can usually find a better use for the tonnage anyway. I think it's the maces that get those sweet punch location tables, but those are not tournament legal and thus see far less use. Personally I prefer a 60 ton Shaolin monks with TSM far more useful to rip the heads away from enemy machines as you get two 12 point punches every turn.
4:06 "what if the Master Chief were a hatchetman?"
So many things about this 'mech are so funny to me. That the first dedicated melee 'mech is technically an anti-air unit. That this of all things is the first 'mech to use a full-head ejection system. That the Combine refused to adopt it until they could figure out how to make it hold a sword. It's amazing.
I never mentioned the full head ejection system, or I did, but it didn't make the cut. The video was just too long, so some things had to go. :(
Much honor :))
I don’t get cutting the full head eject or the anti-air radar the thing had. You criticize the design flaws while ignoring those critical beneficial elements.
You also skipped the Battletech Video Game variant that had 2 SRM launchers and machine guns which was a very effective version designed to scare even ambush mechs.
It took them years just to give it a katana lmao, that's the funniest thing about it for me
Even though these are noteworthy, they don't impact its game performance for most people, and though they are fun quirks, I spent too much time on them. 11 minutes is already about 3 minutes over my average time budget, before they were cut this thing was 14 minutes long. The things I kept, are the parts I felt were most important. Rescripting those portions would have meant making changes to accomdate that time too. It just frankly worked to leave the video with the true essentials.
You missed out on one of it's best features. The head ejects instead of just the pilot. And the head could be piloted with limited glide characteristics. Granting enhanced survivability for the pilot.
Pretty sure there are any of these mechs left is due to the era it was built in. Had it been early in the succession wars this mech would have been blown away like a bug. Instead, it came it when most, if not all, of its opponents were lights, mediums, or vehicles.
Timing counts for a lot!
If you're playing MechWarrior 5: Mercenaries and you haven't used a melee weapon yet, you should probably get on that. One hitting medium mechs and down with a battle ax equipped atlas is both hilarious and empowering.
Melee is always dangerous IF you can get into it, but I see that if more jump jets were installed from the start of this design it would be scary...jumping into an enemy with a swinging weapon, run for you life.
I'm surprised you didn't mention the hatechetman's unique pilot ejection system. The whole head launched off the mech and the spoiler like winglets at the back help with steering as it lands. It's not really part of the game rules as far as I am aware, but it's a nice bit of lore none the less.
I did, but I cut it from the video. I try to have my videos be under 10 minutes, 8 is actually waht I aim for, but I've failed to get there recently. I went too far into detail and prior to cutting it, the video was almost 14 minutes long. I cut that, and several other portions from the video as I didn't feel they were important enough to keep, while keeping with the functionality of the Hatchetman.
It is actually part of the advanced rules
Any chance of covering the Axeman? The old cartoon made that one of my fav mech designs.
We're not going to be covering the Axman until we hit 3050.
Surprised you didn't mention the full-head ejection system. It was a peculiar and unique innovation, noteworthy at the very minimum.
It got cut. The video had several other noteworthy things in it, I didn't want to brush them over, it made the video just under 14 minutes long. I decided narratively that the video played better without it, rather than pairing it down, so it was cut from the video in its entirety, which dropped it to its current length of around 11 minutes.
@@BigRed40TECH that's fair, you are the creator and editor after all. from my perspective, it seems really weird to cut down 14 minutes of video to 11, but i'm 100% certain that this is more about youtube viewer behaviors than anything else.
@@andrewmiddleton3487 I actually personally just prefer my videos to be around 8 minutes, with only a few exceptions. I consider every full minute after 8 to be a sign that I didn't convey what I wanted in the right amount of time. Lately videos have tended to average 9-10 minutes, which is disappointing. The only video I know will be longer, and intentionally so, will be the Atlas video when that comes.
I don't really think melee mechs are worthwhile. But they sure are fun!
The Hatchetman 3F, a neccessary sin in the path to eventually create the Berserker C3.
All it needs is some TSM and moar lazorz.
Come closer, I want to Axe you a question!…
I’ll see myself out.
Everybody likes to hate on my boy, at least until they have a hatchet in their cockpit!