GLT-4L Guillotine
Armor:12 tons
Heatsinks: 22
Advantages: Devastating close range firepower. Can avoid running very hot with its generous number of heatsinks. Good mobility for a heavy mech with the jumpjets.
Disadvantages: Limited production makes spare parts and replacement expensive, but not impossible. Only has LL for mid range fighting.
Tactics: A mech that is very similar to the previously discussed Grasshopper, in fact the differences are basically the Guillotine has 1 less ton of armor and has an SRM-6 instead of an LRM-5. Other than that the profiles are astonishingly similar and the Guillotine fills the same roles the Grasshopper does as a strike mech and close range harasser. Its mostly energy based weaponry also allows it to work well as a raiding or guerrilla mech, though the Grasshoppers hand actuators make it a little better for that role than the Guillotine.
- Packrat's Notes -
GLT-4L: This is an astonishingly effective mech. For its size, its firepower and mobility are outstanding, its armor is average, and it has decent heat sink capacity. The only real flaw you'll find with the mech is the lack of a long range punch, so you'll have to be careful as you approach your target. Once it's in range, though, the Guillotine is a serious threat to any mech. Though it has good overall firepower, it's spread across a number of weapons, meaning it's not so good for opening up holes in heavily armored opponents. It's best to play this mech like you would a medium, staying mobile and attempting to get behind your opponents. The Guillotine's armament is perfectly suited for exploiting weak rear armor, giving you a large number of shots to hopefully hit the torso. It has the heat sinks to fire and move, further supporting this style of play. It can't slug it out with assaults or even other heavies, but if you're smart about taking advantage of its mobility, this mech is exceptionally deadly.
GLT-4P: The primary modification for this variant is the exchange of the large laser for a PPC. You get 2 more points of damage at a 3 hex longer range, but your heat sinks are under additional strain, there's a minimum range to contend with, and worst of all, you now have 2 tons less armor. All in all, it just doesn't seem worth it. That being said, a slightly worse version of the Guillotine-4L is still a good mech. Instead of getting close and using your entire arsenal, the tactic now is to use your PPC to cover your approach, then make good use of your jump jets to protect yourself while you let loose with your medium lasers and SRM launcher. The weaker armor but heavier firepower and longer reach make this an outstanding choice for hunting medium mechs, but it'll find itself worse off against heavier designs.
- Armament: LL, 4 ML, SRM-6
Armor:12 tons
Heatsinks: 22
Advantages: Devastating close range firepower. Can avoid running very hot with its generous number of heatsinks. Good mobility for a heavy mech with the jumpjets.
Disadvantages: Limited production makes spare parts and replacement expensive, but not impossible. Only has LL for mid range fighting.
Tactics: A mech that is very similar to the previously discussed Grasshopper, in fact the differences are basically the Guillotine has 1 less ton of armor and has an SRM-6 instead of an LRM-5. Other than that the profiles are astonishingly similar and the Guillotine fills the same roles the Grasshopper does as a strike mech and close range harasser. Its mostly energy based weaponry also allows it to work well as a raiding or guerrilla mech, though the Grasshoppers hand actuators make it a little better for that role than the Guillotine.
- Packrat's Notes -
GLT-4L: This is an astonishingly effective mech. For its size, its firepower and mobility are outstanding, its armor is average, and it has decent heat sink capacity. The only real flaw you'll find with the mech is the lack of a long range punch, so you'll have to be careful as you approach your target. Once it's in range, though, the Guillotine is a serious threat to any mech. Though it has good overall firepower, it's spread across a number of weapons, meaning it's not so good for opening up holes in heavily armored opponents. It's best to play this mech like you would a medium, staying mobile and attempting to get behind your opponents. The Guillotine's armament is perfectly suited for exploiting weak rear armor, giving you a large number of shots to hopefully hit the torso. It has the heat sinks to fire and move, further supporting this style of play. It can't slug it out with assaults or even other heavies, but if you're smart about taking advantage of its mobility, this mech is exceptionally deadly.
GLT-4P: The primary modification for this variant is the exchange of the large laser for a PPC. You get 2 more points of damage at a 3 hex longer range, but your heat sinks are under additional strain, there's a minimum range to contend with, and worst of all, you now have 2 tons less armor. All in all, it just doesn't seem worth it. That being said, a slightly worse version of the Guillotine-4L is still a good mech. Instead of getting close and using your entire arsenal, the tactic now is to use your PPC to cover your approach, then make good use of your jump jets to protect yourself while you let loose with your medium lasers and SRM launcher. The weaker armor but heavier firepower and longer reach make this an outstanding choice for hunting medium mechs, but it'll find itself worse off against heavier designs.