r/battletech • u/Twintail_Jackal • Jul 29 '26
Question ❓ What makes a good command mech?
I have been going down the rabbit hole more on individual mechs and listening to videos. Got me thinking on what makes a good command mech? I know the cyclops got some command computer thing but does that matter?
Personally I've been kinda falling in love with the Merlin as of late.
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u/One-Strategy5717 Khan’s Irregular Jul 29 '26
In-universe? Better/intuitive communication equipment.
In-game: a quirk
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u/Estalies Jul 29 '26
Initiative bonus and long range guns
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u/tribulex Jul 29 '26
People actually use initiative bonuses? 😖
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u/QuantumPolagnus Free Rasalhague Repubic Jul 29 '26
If you're spending the tonnage/crits for the gear, you should probably be taking the initiative bonus.
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u/Vrakzi Average Medium Mech Enjoyer Jul 29 '26
It stops doing that in the new rules (and does Mission-related things instead).
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u/Arlak_The_Recluse Jul 29 '26
Tonnage and Crits don't contribute to BV, which the game is balanced around, and Command Consoles already get a bonus by having a second pilot.
Also winning the tie every time just kinda sucks for the opponent, and can tend to force others to take command units as well as soon as one person takes one, which makes the list building less fun
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u/Familiar-Noise7913 Jul 29 '26
Antenna, big ones.
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u/Israfel333 Clan Steel Viper Jul 29 '26
Or a whole satellite dish if you have an Atlas. That baby can reach orbit.
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u/DericStrider Jul 29 '26
anything that gives command quirk, the cyclops battle computer quirk gives it +2 iniative bonus which is very very good on a 2d6 dice roll.
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u/CycleZestyclose1907 Jul 29 '26
Quirks. Zero weight high quality electronics and communications gear that doesn't show up on an spec sheet, but nevertheless have a big impact on the battle due to the improved coordination and situational awareness those quirks provide.
What the mech is armed with is almost irrelevant except insofar that the commander can defend themself from anyone that gets past their bodyguard units.
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u/TheManyVoicesYT MechWarrior (editable) Jul 29 '26
Command console. The Battlemaster and Warhammer both have command console variants. You get a 2nd pilot and initiative bonus.
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u/Nobodyinpartic3 Jul 29 '26
Not anymore. As of the new rules they don't give initiative bonuses anymore. They said that, for now, they're just a 2nd pilot. Whatever bonuses they will grant outside of pilot abilities will be explained in a new campaign rule book.
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u/Skastacular Jul 29 '26
You can use the extra guy to contact satellites using the Total Warfare rules. I don't know why they took away the initiative bonus.
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u/Ultimate_Battle_Mech Jul 29 '26
Probably balancing, anything with initiative buffs heavily leans the game to your favor
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u/DaRepeaterDaRepeater Jul 29 '26
Yeah I don't mind it not being a core rule. I wouldn't mind if it came back as an optional rule in one of the future books because I think it still has a place in narrative games.
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u/Malkryst Jul 29 '26
Maybe it could grant an extra Battlefield Support Card, or the ability to draw two at random then throw away two from your hand that you like the least.
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u/Nobodyinpartic3 Jul 29 '26
It really did break initiative bonus though. You can get a bonus for a quirk, a bonus for the console, and a bonus for whatever the pilot is throwing on top of it.
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u/DM_Voice Jul 29 '26
Quirk & gear just shouldn’t stack. 🤷♂️
Personally, I like ‘wins ties’ as a buff, regardless of whether it’s mine of the enemy’s. My table has the strangest luck with initiative ties. Our record so far is 5 re-rolls in a single turn, or 17 in one game.
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u/Nobodyinpartic3 Jul 29 '26
Well you can only use battle computer or Command Mech but not both. Yeah, I think a limit of 4 should be it, and like all the initiative bonus granting abilities should just be +1 only. Maybe for any leveling up abilities you get a half point (rounding down during rolls) for the initial tier bonus and the remaining half point as the final bonus. That way you can still level up but not radically tilt the bucket in your favor.
Seriously, without the initiative bonus, all that communications equipment tonnage and space becomes functionally useless on certain designs and scenarios.
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u/DM_Voice Jul 29 '26
Yeah. But, also, let’s be real. About half of the quirks also serve no real purpose during normal play, instead only mattering at all in a campaign setting where players want to bother with finding repair parts, etc.
That’s a fraction of a fraction of a tiny fraction of games.
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u/Nobodyinpartic3 Jul 30 '26
Well, the positive ones are like that, but there are plenty negative ones that impact game play.
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u/DM_Voice Jul 30 '26
There's positive and negative in both categories. (non-standard parts, quick reload, etc.)
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u/TheManyVoicesYT MechWarrior (editable) Jul 29 '26
Disregard CGL. Never written a decent ruleset in their life I doubt they're gonna start now. Dont need em. Battletech been fine for 4 decades without em.
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u/Ultimate_Battle_Mech Jul 29 '26
So odd isn't it? Their "horrible ruleset" is almost identical to 1st edition, how exactly is it not decent? And they've been the caretakers of battletech for 2 of those 4 decades
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u/TheManyVoicesYT MechWarrior (editable) Jul 29 '26
They are making a big shakeup with the new rules. I went through the playtest and some of their ideas were incredibly bad. Some were decent tho.
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u/Ultimate_Battle_Mech Jul 29 '26
A lot of the stuff in the play test isn't making it into the new rules specifically because people didn't like it, it's a play test for a reason, and even with the biggest of the changes, the game is still almost identical in most games you will play
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u/benkaes1234 Jul 29 '26
First and foremost, a solid comms array. You can have all the geographical data and sensors equipment on the planet, but if you can't tell your Lance/Company/Battalion any of it, you're useless as a Commander.
Second up, you need all that geographical data and sensors equipment I just called useless. It's still worthless if you're unable to talk to your Unit, but without it, you have nothing worth saying.
Finally, you need a weapons and armor layout that favors personal survivability above everything. People (rightfully) rag on the Shadow Hawk for its anemic weapons load out, but if your Commander is in the cockpit you'll be very glad it's got so much armor when the OpFor headhunting forces inevitably arrive. Just a couple extra minutes of battlefield endurance can be the difference between your Unit destroying an enemy infiltration force and your Unit being blinded, deafened, confused, and then finally defeated in detail.
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u/AGBell64 Jul 29 '26 edited Jul 29 '26
Good armor and long range weapons. You want don't want your commander getting stuck in the front line and killed or taken down by stray fire. Command Console equipment or the command mech or battle computer quirks are also good adds because they can allow you to produce an initiative bonus so long as the pilots are concious if you declare the mech as your commander
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u/bob_the_necron Jul 29 '26
So comand mechs with the command quirk are the better ones that make it easier on the commander but comander meks dont need to have those for smaller commands
But generally something with long range capabilities is preferable but it jsut depends on the commander maybe hes a scout or a brawler
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u/BottleForOurFears Jul 29 '26
Is the Cyclops a good command mech?
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u/AGBell64 Jul 29 '26
The battle computer is doing 100% of the heavy lifting and without it it's a very overweight heavy mech
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u/Martythemailman Pariot of the Federated Suns Jul 29 '26
This is why you take the warlord. Same computer/quirk but most other mechs will regret engaging it.
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u/AGBell64 Jul 29 '26
Only the unique, experimental 2XC was ever fitted with a battle computer, and it loses both the heavy ppcs and the standard engine I prefer taking the 2D for.
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u/Martythemailman Pariot of the Federated Suns Jul 29 '26
1 yes and 2 no you take the 2G like an adult and unleash the full force of the sun on someone after they breach 6 hexes.
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u/DaRepeaterDaRepeater Jul 29 '26
I acknowledge the weaknesses of an IS XL engine but the thrill of rolling for 10 medium lasers against some poor idiot that tried to close with the 2G is almost unmatched.
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u/CycleZestyclose1907 Jul 29 '26
Yes, but only because of its specialized tactical computer (which not ever Cyclops has anymore) and not because the Cyclops is a good at actual fighting.
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u/mickio1 Jul 29 '26
Lorewise it has one of the fanciest, most andvanced tactical computer ever made. thing can project holographic data, maps and all that. You have great vision from the large cockpit screen and its so tall you just have vision for miles. Its armored well and has a few neat guns but in terms of playing it in CBT its pretty meh as far as assaults go.
Also lorewise the tacticon 2000 is such a complex computer almost no cyclops still has a working one by the end of the sucession wars much less the ilclan. I assume by that point its been overshadowed but by stuff that works differently so you coulnt use modern computer tech to repair or re-engineer the tacticon 2k.
Still love me cyclops though, especially in MWO.
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u/Cykeisme Jul 30 '26
It's never explicitly stated, but by the time the information from the Helm and Dallas memory cores are fully understood, and both civilian and military technology based on that knowledge is returning, I reckon they ought to have recovered the ability to repair or manufacture those battle computers.
Plus, the Clans returned, along with their scientists that never lost any knowledge along the way.
Even if the schematics for for the Tacticon computers are gone, collectively, they ought to be able to come up with a similar new design.
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u/Daxria Jul 29 '26
Long range guns typically denote a command mech best. This is usually among all weight classes.
Good command mechs typically have longer range weapons in order to better orchestrate the battle(watching over the battlefield and giving live orders), as well as not to endanger the commander needlessly. They can be good at close range combat with weapon options, but almost all command mechs at bare minimum have LRMs, a PPC, or a Gauss Rifle, the classic long range weapons(among others).
You will never find a Javelin in the role of a command mech, for example. You will, however, typically see Panthers or Valkyries commanding squads of light mechs, as they have a PPC or an LRM.
So, to give you a small list of typical command mechs, in no order of importance:
Lights: Panther, Wolfhound, Valkyrie Medium: Phoenix Hawk, Griffin, Trebuchet Heavy(Most command mechs live here): Rifleman, Dragon, Jaegermech, Marauder, Warhammer, Archer, Black Knight Assault: Battlemaster, Atlas, Cyclops, Gunslinger, Highlander
Just a small sample of classic command mechs.
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u/Uncrezamatic Reach for the Froncs Jul 29 '26
To me the perfect command mech is basically a very well armored, fairly quick generalist. Survival and communication are paramount, mobility important but secondary, and firepower should prioritize a spread of weapons that can do something at any range.
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u/Sad-Meet2350 Jul 29 '26
Reading that description of what makes a good command mech, I couldn't help but think of the Cataphract. It seems to tick all those boxes, doesn't it? General-purpose weaponry, decent speed (average for a heavy), and durable for its weight class (especially with the base variant, once you've burned through the AC/10 ammo and don't have to worry about it exploding). Dou you think It would be a decent command mech?
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u/Uncrezamatic Reach for the Froncs Jul 29 '26
Okay genuinely? I almost ALWAYS include a Cataphract as a small force commander if I’m putting together a Cappie force
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u/Sad-Meet2350 Jul 29 '26
Thanks! It’s nice to see that what I was planning to do isn't crazy. If there were also a Wolverine in the lance, would you choose the Cataphract over the Wolverine as the command mech?
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u/Uncrezamatic Reach for the Froncs Jul 30 '26
I think a Phract is a good commander for em, feels like a Wolvie would be a good commander for a mixed 40/45 tonner lance
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u/Czechs_Mix_ Jul 29 '26
Okay, hear me out; A good command mech is whatever mech the enemy can't/ won't shoot. It just needs to stay alive and be able to keep cohesion with its other lance mates, so there's nothing to say that an ECM Electric Warfare Raven with a tag, er large, and a narc can't be your command mech, especially if it's surrounded by bigger scarier targets.
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u/Czechs_Mix_ Jul 29 '26
Also good taste, the Merlin is sexy as hell. Superb cheap multi tool, like an Orion from family dollar
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u/No_Mud_5999 Jul 29 '26
As far as using quirks, the Marauder has a great combo. Despite the exposed linkage (AC5) quirks, the others a great: Command Mech, Directional Torso Mount, Hyper Extending Actuators, and Narrow/Low Profile.
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u/Korlexico Jul 29 '26
Air conditioning, definitely AC for officer perks.
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u/Malkryst Jul 29 '26 edited Jul 29 '26
Not many people know (or care), but that's how the first Hetzer was... errr... born.
On a hot day back in ye olde 2887, a long forgotten and short-sighted goober drove his vintage Cybertruck with a broken aircon unit into a mechbay, instead of the auto garage next door, and told one of the mech-techs inside:
"I want an AC. 20 quid?"
Err, because he was a Brit... and he used quid as slang for c-bills... or something... and he was cheap... with not very good taste in cars...
But the mech-tech actually thought he said:
"I want an AC/20, quick!"
Imagine that goober's surprise when he came back to collect his overturned skip on wheels to find it filled with AC/20 ammo bins and a big shiny gun barrel on the front. Also imagine the wording of the lawsuit... that never got to court... because his planet was invaded 3 weeks later and he got stepped on by an Atlas while trying to be patriotic, screaming his last words: "Hetzers gonna Hetz!"
Such is how legends are made.
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u/Korlexico Jul 29 '26
That is the best BT origin story I've ever read; and I still have some old FASA Mechwarrior magazines from the 80s.
Tongue in cheek but damn I can see that.
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u/Malkryst Jul 29 '26
Thanks 😁
Glad you enjoyed it!
Just putting my creative writing degree to good use 😆 - great fun, but £60k I'll never get back 😂
I'm having a silly day today. I know silly stuff goes down better here - and on some DC, Marvel, and Star Wars subreddits - than if I get silly on any of the 40k subreddits. Clearly 40k is serious business! 🤔 - but at least they help me remember why I climbed out of that bucket of crabs back in 4e 🤣
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u/flatline945 Jul 29 '26
I just realized how much the Merlin looks like the Night Gyr.
I'm struggling to map the weapons shown in that Merlin image to the weapons Sarna says it's supposed to have. Looks like the artist threw some extra ones in there.
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u/skraven13 Jul 29 '26
Arms are the medium lasers. PPC is the circle just below the LRM-5. Flamer and machine gun are on the other side of the torso. That's all the guns it has in the base version. Some variants drop some of those weapons though.
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u/flatline945 Jul 29 '26
I've never seen a PPC that looked like that. It looks like the LRM arm on the Zeus, but with fewer missile tubes.
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u/skraven13 Jul 29 '26
They've been depicting PPCs like that more regularly, with a few holes inside the divot. Check the Marauder. The one on the Merlin is just so large and detailed, comparatively.
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u/WestRider3025 Canopian Queerasser Jul 29 '26
I think the doohickeys between the LRM-5 and the PPC are just sensors or something. Then you've got the Machine Gun and Flamer in the other torso and the Medium Lasers in the arms. It also looks like more because the PPC is one where you can see the multiple emitter ports, but that's all one weapon.
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u/Leader_Bee Pay your telephone bills Jul 29 '26
Not being close to the frontlines and good communication equipment.
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u/Exile688 Dare you refuse my Batchall? Jul 29 '26
Cheap enough to afford a bodyguard/escort. OG Kerensky could have chosen the Atlas he commissioned or the King Crab but preferred the Orion. It wasn't for cost, I think he wanted to move faster and push harder when the opportunity showed itself.
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u/OldGuyBadwheel Jul 29 '26
The Merlin is a GREAT trooper and/or medium sized (yes, I KNOW it’s a heavy mech!) command mech for 3025 era games. Think striker/merc force. The addition of SLDF/Clan Tech only makes it better.
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u/Ham_The_Spam Jul 29 '26
“What makes me a good Demoman command mech? If I were a bad Demoman command mech, I wouldn’t be here discussin’ it with you now would I?!”
-Cyclops
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u/dagthegnome Jul 29 '26
I do like the Merlin, but I've never thought of it as a command 'Mech. I suppose it can serve that function for Merc units and Periphery powers that can't afford a lot of heavier chassis.
The fallback Mercenary command 'Mech that is mentioned a lot in the novels and related lore is the Archer, because it's relatively inexpensive, packs a punch and stays behind the front lines.
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u/Ok_Shame_5382 Jul 29 '26
A command mech should have good communications gear, and be survivable. The Cyclops does the former, but basic models have very thin armor for a 90 ton mech.
I'd also say some standoff weaponry like LRM's, Large Lasers (ER is nicer) and Gauss Rifles helps too.
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u/skybreaker58 Jul 29 '26
If I have to have a commander on the field it's in the jumpiest mech I can find. Hard to kill something with decent armour that's getting 3+ TMM & cover every turn.
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u/EyeStache Capellan Unseen Connoisseur Jul 29 '26
The ideal company Command Mech is 85 tons, has a PPC, 6 Medium Lasers (two rear-facing,) a couple of machine guns, an SRM-6, and moves at least 4/6/0.
Anything else is gilding the lily.
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u/Cold-Winds Jul 31 '26
In universe command mechs basically act as Radiomen from WW1-2 and double as control center for a lance or company.
You know the funny UI that you get in Mechwarrior games for lancemates? If you dont have the computer installed, you have to eyeball/rely on allied callouts for their condition, the fancy ones even get a little local map so you can issue orders like in Clans and targeting data from all allied mechs and can feed that to everyone else, since your the big radio tower 5G network everyone has to piggy back off of, Atlas Command mech could connect with Warships in Orbit to call for targeted orbital strikes.
I've never read anything to confirm it, but I assume this also helps crack ECM when multiple mechs are trying to lock onto the same target. Its why command mechs tend to want to have enough armor to survive.
Your basically given all the info and tools you need in the field to micromanage those around you, In game/tabletop this just translates to you as a commander acting on more info than anyone else so you get a bonus to initiative.
In universe command mechs were super important, in games... it does not translate very well.
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u/OpacusVenatori Jul 29 '26
I know the cyclops got some command computer thing but does that matter?
https://www.sarna.net/wiki/Battle_Computer_(Component))
Battle Computer
BattleTech:
Representing a tactical battle computer that offers more effective control of a combat force, the Battle Computer Quirk designates an advanced command unit. Having at least one in play, with a conscious pilot or crew\11]) grants a bonus to Initiative Rolls made by the unit's force. This modifier is not cumulative with that granted by the presence of a Command BattleMech.\6])
Points: 5
Applicable to: BattleMechs, IndustrialMechs,\12]) Combat Vehicles and Support Vehicles.\7])
Alpha Strike:
As above, but only applies if the unit with a Battle Computer is part of a formation of four or more units. It also adds two points to the force's MHQ ability if using the Intelligence rules.\12])
Strategic BattleForce:
Grants a bonus to Leadership and MHQ:6 if at least one Element in a force's Command Unit has the quirk, is Active, and has sufficient Morale.\9])\13])
----------
Command BattleMech
BattleTech
The BattleMech has been designed as a command unit. If one or more Command units is present on the battlefield, with a conscious MechWarrior,\11]) their force receives a small bonus to its Initiative Rolls. This modifier is not cumulative with the modifier granted by units with the Battle Computer Quirk.\6])
Points: 2
Applicable to: BattleMechs only.\7])
Alpha Strike
Adds a point each to MHQ and Initiative if part of a Formation of four or more units. Does not stack.\12])
Strategic BattleForce:
Adds MHQ:3 if at least one Element in a force's Command Unit has the quirk, is Active, and has sufficient Morale.\9])
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u/Shower_Floaties Jul 29 '26
On tabletop, initiative bonus components & quirks (Battle computer, command mech, etc.) and long range guns
In universe, better communications/sensors/C3 equipment (Tacticon B-2000 battle computer, Harpo-Relay communication suite, Olson/Garret communications array, etc.) and little/no ammo dependency (one of the reasons the Archer struggled as a command mech was commanders had to leave the battle to reload a lot)
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u/Shyface_Killah Jul 29 '26
1: Communications ability. Battle Computer, Command Console, or C3.
2: 1-2 good Long-range weapons. A commander does not need to be in the thick of fighting.
3: Some decent short-range weaponry. While the commander's job isn't to fight up close, the enemy is almost guaranteed to try to force the issue sooner or later. While you don't need to load up on Medium Lasers and SRMs, just making sure at least one of your big guns doesn't have a minimum range can be a lifesaver.
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u/skraven13 Jul 29 '26
Quirks are probably what you want to be looking into. They're optional rules, but Command Mech is one of said quirks. Battle Computer is another (on the Cyclops). +1 or 2 to the Initiative roll, respectively. These quirks represent some of those fluffy advanced electronics that don't otherwise have rules or added weight.
Other than that, some Cyclops variants and other mechs/vehicles may mount several tons of Communications Equipment or Double Cockpits, which interacts with some other optional/mission rules, but mostly gives you some Initiative bonuses based on weight.
Other than that? Most Command Mechs tend to either be Snipers or Brawlers, and thus tend to stick either to the back of the fight or right in the middle of it. This isn't exclusively the case - the Phoenix Hawk is a Command Mech and a Skirmisher, but it's also been designed to lead Light Lances.
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u/Magical_Savior NEMO POTEST VINCERE Jul 29 '26
If you're doing this from a hardware perspective (command console, commus gear) having an e-war suite also helps. If you're ECM'd, you lose the bonuses, so ECCM them back.
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u/djuice2k Jul 29 '26
C3 Master, Stealth Armour, and ECM. Must have all 3, and preferably long range weapons.
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u/WorthlessGriper Jul 29 '26
You want it to be tough enough to survive. Have a solid long-range punch to contribute without being lost in the brawl, and have sufficient secondaries to fend off infantry/battlearmor/light mech assassins.
Beyond the game, you want excellent communications equipment, and a second seat (command console) if you can get it.
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u/AppointmentPerfect Clan hide yo' relics Jul 29 '26
MHQ#>1, RCN helps too, maybe C3M or something similar, survivability through either range mitigation or slabs of armor.
First two or even three points all help with initiative.
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u/TheRealLeakycheese Jul 29 '26
Depends on what we mean by command Mech?
From a combat perspective, something that is tough, mobile, well heat sinked and equipped with strong long-range weapons. For the Late Succession Wars era the Marauder II 4A can be viewed as something of the gold standard for heavy-weight units.
If we move into the world of Quirks then Command Mech, Improved Communications, Low/Narrow Profile and Battle Computer are all desirable. Anything that gives an initiative bonus, increases efficiency or durability. Maintenance buffs could also be beneficial depending on how well logistically supported the unit is.
Moving forward into the Clan Invasion and post-Tukayyid scene and then C3 systems are powerful. Citing another heavy-weight example, the Combine Naginata is a superb command Mech.
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u/paragon_of_karma Jul 29 '26
Per tabletop, a Battle Computer is pretty good.
Per my interpretation of the lore and military theory, a good command mech has better-than-average sensors and communications equipment, probably on the faster side for its weight class, and above all is easy to pilot. A field commander's job is to coordinate their forces to maximum effect using the most accurate and up-to-date intel, not to personally lead the charge.
P.S. - Ignore all that if you're the MC of a novel or any clanner
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u/thatbeersguy MD crabman Jul 29 '26
Outside of the quirk of command mech and the better communication gear in the fluff. A good command mech should be well armored and be more of a generalist though armed more for fire support. Mechs like the archer, and the marauder a some well know and common command mechs. For light units the Phoenix hawk solid command mech. Then there is 80% of all assault mechs though they become easy to spot target.
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u/BabelfishWrangler Jul 29 '26
Everybody talking about fancy electronics or armor or weapons loadouts, all well and good. But if I’m commanding a force, I want jump jets so I can A) get to a vantage point to see what the hell is going on on the battlefield and B) keep up with the front in mixed terrain.
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u/spazz866745 Jul 29 '26
A command console, standard engine, good range, and lots of armor.
Peak of the category in my opinion is the marauder II MAD-6C.
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u/Commissarfluffybutt Jul 29 '26
The quirk everyone else mentioned in whatever mech you don't mind or can mitigate suddenly becoming a much more tantalizing target.
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u/Nobodyinpartic3 Jul 29 '26
Quirks: battle computer and command mech are the ones you want.
Equipment wise:
The command console has been temporarily nerfed. It still grant 2nd pilot abilities but beyond that you're gonna have to wait for the revised campaign rule book.
After that, any sort of c3 master system, combined with Long range weapons, or large ones. Even the emergency master system can work in a pinch. The boosted is the most secure and helps the ECM dog pile in your favor, but it's the bulkiest one. The old Nagainta is a great example of a long range missile boat command mech. Tai-sho goes the opposite way with hole punching Equipment and 2 c3 computers. It's not the strongest hole punch mech, but it's something to be respected while the rest of the company makes the holes it made bigger.
Communications Equipment is next best thing but it really depends on the tonnage. IiRC, 3-6 tons grant a initiative bonus one one while 7 tons grant 2... I think. After that it's all niche uses for it.
After that, usually something that can fill a role that is needed in some capacity.
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u/MithrilCoyote Jul 29 '26
we had a multipage discussion about this on the official forums. (honestly a lot of questions here can be answered if you search there)
https://www.battletech.com/forums/index.php/topic,90915.0.html
my response sums things up pretty well:
quoting from Wrangler:
I think there's two kinds of command mech to me. One is with specialized equipment such as the command cockpit or command console. Others I think are just define on their protection they offer the commander or roles they take. Fluff in canon suggest they have good communication abilities and stuff like that. I think that's just a designation to get some distinction and character to any given design. Unless there's some kind of game mechanic that gives them an advantage, like the Design Quirk.
and my response:
the distinction between "specialized equipment" and "are just good machines for commander to fight in" largely defines the difference between types of command positions..
are you are high commander who is directing multiple companies, battalions, etc? if so you'll probably want a machine with specialized command equipment if you plan to be in a mech near the front, and not hanging out in a command bunker or mobile HQ vehicle. this is where the command consoles, comms gear, or even gimmicks like the deployable HQ module fall. these machines are usually not expected to actually seek out combat, but fall more into exploiting the extra mobility mechs offer, and/or combining the role of HQ and HQ bodyguard into a single machine.
or are you a frontline commander who is managing a lance or company in the thick of the fighting? then you are mostly going to be looking for machines that offer good combat ability, but which also have (usually fluff/quirk based) benefits like reliable comms, or combat styles that allow you to hang back and observe the battlefield while still contributing. the phoenix hawk is by fluff this sort of machine for lighter, fast moving lances or companies, and i suspect the reason that so many combat commanders seemed to like supporting mechs like the archer.
now every so often you'll get high commander's rank wise who prefer to fight as a frontline commander, like Alexander Kerensky, and during the succession wars the tech decline meant that fewer specialised equipment type command mechs were available forcing some to have to operate more like frontlien commanders (which is where Jaimewolf, morgan kell, Yorinaga, etc end up on this divide.. though Morgan Kell and Yorinaga Kurita at least would probably be like kerensky and choose to fight as frontline commanders even if they had access to the more specialized 'high command' type options.)
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u/Kilahti Jul 29 '26
Command console is helpful for any larger unit where commanding them takes up so much time that the CO has no time to actually fight with the 'Mech.
...Though at that point you would be better off just taking a mobile HQ and letting other people handle combat.
For Lance leader or company CO, you want the command 'Mech to be tough enough that you won't get immediately taken out by a stray shot (no Locusts as fun as that 'Mech is) and better than average communications systems and it absolutely has to be able to keep up with the rest of the unit.
There is no one ideal command 'Mech because 'Mech units are all different. There's a reason why Phoenix Hawk is popular for scout unit commander (I'm not even going to bother with the "Steiner Scout Lance" joke), since it is able to keep up with most recon 'Mechs. But that speed would be wasted on commanding a Heavy 'Mech company where you instead but the officer into one of the beefier 'Mechs available.
Also though some 'Mechs are more suitable for command role than others, if possible your unit would have some variety as SLDF learned the hard way that if every important officer is in a Marauder, the enemies will just pour fire onto them to take them all out first.
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u/Kilahti Jul 29 '26
Command console is helpful for any larger unit where commanding them takes up so much time that the CO has no time to actually fight with the 'Mech.
...Though at that point you would be better off just taking a mobile HQ and letting other people handle combat.
For Lance leader or company CO, you want the command 'Mech to be tough enough that you won't get immediately taken out by a stray shot (no Locusts as fun as that 'Mech is) and better than average communications systems and it absolutely has to be able to keep up with the rest of the unit.
There is no one ideal command 'Mech because 'Mech units are all different. There's a reason why Phoenix Hawk is popular for scout unit commander (I'm not even going to bother with the "Steiner Scout Lance" joke), since it is able to keep up with most recon 'Mechs. But that speed would be wasted on commanding a Heavy 'Mech company where you instead but the officer into one of the beefier 'Mechs available.
Also though some 'Mechs are more suitable for command role than others, if possible your unit would have some variety as SLDF learned the hard way that if every important officer is in a Marauder, the enemies will just pour fire onto them to take them all out first.
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u/BladeLigerV Jul 29 '26
"If I were a bad command mech, I wouldn't be sitten her discussin it now with ya now would I?"
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u/Artistic_Scarcity_67 Jul 29 '26
En el lote, lo bueno que sea coordinando comunicaciónes.
un atlas tiene conexión satelital, y un Cyclops con la B2000 tiene nivel planetario
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u/heavyarmormecha Capellan Mad Scientist Jul 29 '26
My ideal Command Mech?
85-tons, 4/6/0, 4 Clantech ER Large Lasers, Command Console, ECM(Guardian or Angel), C3 Master.
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u/Vulture82 Entrepreneur•Reasonable Prices•Flexible Ethics Jul 29 '26
Every FrankenMech would be a decent choice.
The rest comes down to the commander themself.
Even the best Mech can't save you from a bad call.
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u/mildinsults Jul 29 '26
This is new to me. I'll have to watch some lore videos. I've only watched a few painting videos, and just learned there's a brawler class. I had just assume recon was light and fast and then there would be a heavy. Didn't know about these
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u/CompassWithHat For The Republic Jul 29 '26
The armor to survive someone jumping you, the weapons to beat the guy jumping you into the dirt, and enough comms gear that you bitch out the picket line for letting someone slip through to try and headhunt you.
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u/StrengthOf10kBabies Jul 29 '26
I'm surprised no one suggested the Awesome. Another noteworthy mention is the Rifleman IIC.
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u/JRL_dragon Count of Cartago, King of FS Coffee Jul 29 '26
Endurance, in both durability and ammo economy
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u/Beautiful_Business10 Charter Member of the Plastic Imp Legion. St. Ives Shall Rise! Jul 29 '26
Often, it seems to be a limited field of view to restrict pilot distraction.
Look at the two that come to mind.
Marauder: tiny recessed cockpit window in the nose tip.
Cyclops: face is a cowled porthole.
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u/ThisMachineKillsWOB Jul 29 '26
Something that gets overlooked alot, but you should be able to survive an aerofighter attack.
If they can get free of the dog fights for a few minutes, your command mech is one of the highest value targets around.
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u/Ishidan01 Jul 30 '26
If it was a BAD command mech, it wouldn't be sitting here discussing it with you now would it? One missed contact, one wrong vector, one errant TWITCH! And Kablooey! They got more *BEEEEEEEEEEEEEEP* than they got the likes of me.
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u/DragonLordAcar Jul 30 '26
Versatility. Slow and numbering is done better by a tank. Think what a walking form can offer and lean into those advantages.
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u/RaRaRedsun Jul 30 '26
Really the most important thing is a good commander. That and the friends you make along the way.
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u/Clay_Pidgeon Jul 30 '26
Highlander. Lead by example and plow a motherfucker into the soil from above. Oh, and it also has long ranged weapons and actual command and control equipment if you need that.
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u/Infernalknights Jul 30 '26
A Child Soldiers + Plot armour + Deus Ex Machina
And Last but not the Least A Ghost in the Machine that Torments the Child when he goes Emo
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u/Havok038 Clan KoalaBear Jul 30 '26
Good visibility and excellent comms suite. The Black Knight and Highlander instantly come to mind, with their upright posture and height. The marauder and king crab make that theory lean heavily towards the later.
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u/Ok_Corgi_4706 Jul 30 '26
Irl: unless people are using quirks or other broken abilities, good armor and a mix of close and long range weapons. Depending on the mission (assassination mostly), you want to stay at long range and do fire support. In universe: good communication equipment and sensors, followed by armor. I’m sure there’s other things that would be helpful too
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u/HA1-0F 2nd Donegal Guards Jul 30 '26
There is a high ranking officer inside. The higher rank, the better.
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u/Gator7739 Jul 30 '26
All the communication equipment and extra cockpit space of a funny functional cyclops makes a good command mech
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u/MaleficentOlive5100 Jul 29 '26
Personally, I believe the most impactful command that can be given is actually to the enemy, not your allies, and that command is “Explode and be on fire now.” Therefore, the Hunchback is my favorite command mech. The AC/20 is one of the most effective line-of-sight communication devices ever devised
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u/MaleficentOlive5100 Jul 29 '26
But in the interest of answering your question earnestly, I think the best qualities are durability, longevity, effective battlefield awareness and communications equipment and, to a lesser extent, an inspiring presence. That’s why the Black Knight is a Hall-of-famer. It looks badass and keeps firing lasers and directing its allies until you chew through its considerable armor and finally kill it.
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u/Safe_Flamingo_9215 Ejection Seats Are Overrated Jul 29 '26 edited Jul 29 '26
In theory, a relevant quirk. Except majority of the people do not play with quirks. Regardless whether you are using quirks (again, outside of the online theorycrafting in the wild people usually do not play with the quirks) or tactical operations commander rules, you want a mech that is fast and durable. Plus it should be good at the long range so your commander isn't commanding whilst having to throw fists at the enemy.
Whatever game mechanics (quirks, command console, TacOps rules) you are using for representing command abilities, your force commander mech is almost guaranteed to become the opponent focus. So it has to be survivable, it can't be too slow and it should have ability to contribute to the fight over the larger distance.

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u/dapperdave Jul 29 '26
Lots of fancy buttons in the cockpit to push during mission downtime or smash when things start going wrong.