Lynx
sg-lynx.bsky.social
Lynx
@sg-lynx.bsky.social
Eh, let me think about what to write here...
Yes, the new sculpt looks good.
January 21, 2026 at 2:10 AM
Overall, the Vulcan is very specialised. If your area's meta is Mech-on-Mech, then it's not very appealing, to be honest. But in a situation where combined arms is common and you need to guard against ambushing infantry? The Vulcan is suitable for that.
January 20, 2026 at 2:37 PM
Speaking of the heat curve, the 2T appears over-sinked, but you have to remember it's doing FIBUA, against infantry, and infantry loves Infernos. In that setup, the 2T can continue to fight while lit up like a burning scarecrow. The 5T.. much less so.
January 20, 2026 at 2:37 PM
And then there's Davions. _Sigh_ Their 5T variant swaps the AC for more armour, more heat sinks, and 3 more Med Lasers. This one doesn't fight infantry, it's trying to fight Mechs AND infantry. I guess it's doable, but the heat curve is not great.
January 20, 2026 at 2:37 PM
In the old days, when I cared mostly about Mech-on-Mech fights, the Vulcan won't even make the list. But once you bring infantry into the picture, especially with supporting vehicle and in urban, the specialty 2T has a place.
January 20, 2026 at 2:37 PM
But the Vulcan is not really built for Mech-on-Mech fighting. It's great for clearing out infantry - but beware later power armour - and in conjunction with other designs, good to take care of PBI with vehicle support, especially in urban.
January 20, 2026 at 2:37 PM
Aside from maiming infantry, the Vulcan is actually not too bad paired up with some other specialty Mechs. For example, a mix of Vulcan, Sentinel and Firestarter works quite well in clearing out infantry and supporting Vehicles. Maybe add a Commando?
January 20, 2026 at 2:37 PM
Back to the Vulcan - it's actually well suited for its job of rooting out infantry from built-up areas, including its weight; buildings can support up to its CF in tonnage, so the Vulcan can - just barely - run on the hardiest medium rooftops.
January 20, 2026 at 2:37 PM
And thanks to maths, an AC2 pinging even on Heavy buildings will cause a ceiling fan to fall on an infantryman and maim him/ her. I mean, eventually the platoon will die from falling fans, yes?
January 20, 2026 at 2:37 PM
"Initially intended for an anti-'Mech role, it more often sees service as an anti-building weapon". Well I actually had to check the rules, and yes, it does work because firing on detected infantry in a building does have damage pass through.
January 20, 2026 at 2:37 PM
Designed during the Amaris treachery, the Mech was built to flush out Rim World Republic infantry. To achieve that, the basic 2T Vulcan relied on its Flamer and MG for anti-infantry work, while a Med Laser acted as a general deterrence. The AC though...
January 20, 2026 at 2:37 PM
Overall, the Firebee is an interesting (if a bit sub-optimal) design from the early days that can still stand up quite well to modern 3025 designs. As long as it remembers it's supposed to kill Lights, I think this design can work quite well.
January 13, 2026 at 2:09 PM
Against Firebees, they do have an ammo vulnerability in the LT, which coupled with the limits of Light armour means they can brew up. It's slower speed also mean it can get caught by Mediums and Heavies, and it can't stand up to that kind of firepower.
January 13, 2026 at 2:09 PM
Against Mechs, 4 SRM2s is a bit scatter-shot, but that's where the Large Laser comes in. If you are fighting against 3025-era lights, that is actually a big deal. In its weight class, I can easily see this standing up to Valkyries, Javelins, etc.
January 13, 2026 at 2:09 PM
I'd use the Firebee as a front skirmish screen to flush out tanks and lights. Infernos with multiple SRMs means a single Firebee can tag a whole lance of tanks, and with the special rules against vehicles, it can be very toasty - for someone at least.
January 13, 2026 at 2:09 PM
It does have a couple of problems: the armour isn't top, the heat curve basically makes you choose Laser or SRM, and the speed is still an issue. There is also a huge ammo store in the LT (hint hint). But overall, the compromise is quite reasonable.
January 13, 2026 at 2:09 PM
It's ground speed is a bit slower than a lot of lights, but it's not very far off and jump jets means it can get in the shots. The Large Laser is actually quite a big weapon for a light, and gives the Firebee staying power, if it can keep the arm.
January 13, 2026 at 2:09 PM
In lore, it started as a tank-hunter, shifting to recon/ anti-lights, not something you tend to see. 4 SRM2s with options for Infernos and normal ammo makes this quite effective as a tank hunter - remember, Infernos have special rules against vehicles.
January 13, 2026 at 2:09 PM
A 35 tonner that's a bit slower than norm - but jump capable - the Firebee brings a lot of SRM2s to the party, along with a large laser. Its armour isn't great, and the heat curve needs banding to work, but overall, it's an interesting idea.
January 13, 2026 at 2:09 PM
Overall, Cyclops is quite mixed messaging, but it's still a solid platform with good mix of weaponry. As a support for the front element, I think it fits well, but I won't want to put the 10-Z or 11-A into the front ranks.
January 6, 2026 at 1:56 PM
Against the Cyclops, it's "not heavily armoured", but it's still a 90 ton machine with some armour, so it'd take some killing - and the 10-Q version even more so. The variants all have a lot of ammo in the torsos and no CASE, something to note.
January 6, 2026 at 1:56 PM
I see the Cyclops more in the second line, supporting the front tanks. Initially with LRMs to sand the armour, then with AC/ Gauss fire as the range closes. When sides meet, then the Cyclops can close in to help with its short-range weapons and fists.
January 6, 2026 at 1:56 PM
The 10-Q version however, decided that a commander/ tactician has no business shoving an AC20 into someone's face, and swapped it for another LRM10 with a lot of ammo. It also significantly uparmoured the design, so the mixed messaging continues.
January 6, 2026 at 1:56 PM