Even DHS won't keep up with the 2 ER LL of the 3D or some of the other energy beasts of the later versions.įor the era it was built, it couldn't be much better. A number can still have heat problems as the weight savings go into armor and weapons but not heat sinks. Upgrades are almost universally improvements. The extra armor did not make up for the critical weakness. A number of the better Kurita players considered them liabilities. Any tac crit or penetrating hit on a side torso that scores a crit will flow in to the CT. In my dozens of games played vs them on the Mekwars 3025 server, I made a point to exploit that weakness. The empty side torsos (no jump jets) are a real killer. Tougher yes, but not armed enough to be more than a pretty tough harasser. Anybody who thinks it will go toe to toe with other troopers will be disappointed. Variants? D is more viable as an anti-mech unit, and the zombie-ness is nice. It won't fold up like other lighter mediums however. No it won't take on even a Centurion or Enforcer 1 on 1 and win very often, even with the speed it has. I will add it is a solid "light line" or harasser. I actually prefer the PXH-1 over the -1D or -1K in most situations, although they're both better brawlers than the -1. The LL gives it 5 hexes of Short Range against scout designs typically with a 3 hex Short Range, or a 15 hex Long Range against slower targets. In essence, it's not a very good hammer, but it makes a fine scalpel. It's not the sheer firepower that makes it good, it's the ability to put its moderate firepower where it will do the most good, while making itself a poor target in return. The weapons don't work together for sustained combat against heavier units, but it has the option to use the big gun and run without building heat (think of it as a lighter, faster Griffin), to close with a lighter opponent and use the MLs and MGs turn after turn, or to unleash the full arsenal into someone's thin back armor and then jump away into cover while its heat sinks struggle to deal with the overload. As long as it can use its speed to keep it from being the best target, it's armor is generally more than sufficient for most engagements. It functions ideally as an independent heavy scout, recon lance leader, scout hunter, or fast flanker. The PXH-1, as said, is not designed as a line 'Mech. Try not to think of your Phoenix Hawk as a super Stinger or Spider, and more like a Wolfhound that has an emergency get-behind-that-hill button. Try to go easy on the jump jets when you can, since they spoil the aim of your big gun and exacerbate your heat woes. Get in, get your shot off, then get to cover for a turn or two to cool down and set up your approach to make your next attack from a different angle. The PXH-1 is NOT a brawler, it has neither the armor nor cooling grid needed for a high-intensity fight over several turns, so plan accordingly. (No, it's not as fast as many scout mechs, but between the speed it does have combined with the range of the main gun means you can still keep them in your threat envelope for a lot longer than you'd expect, at least in a typical tabletop game.) A large laser on a platform that maneuverable is also something that must be respected by larger units, lest it melt their pants into chaps. This is the big brother you use to add oomph to your Stinger/Wasp/etc lances, or to hunt down enemy scouts.
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