/btg/ BattleTech General

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My critical hit is better than yours, bitch, edition

The /btg/ is dead - long live the /btg/!

Old thread: ==================================

BattleTech video-game Beta gameplay
youtube.com/watch?v=rt6FatHHnzI

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>BattleTech Introductory Info and PDFs
bg.battletech.com/?page_id=400

>Overview of the major factions?
bg.battletech.com/universe/great-houses/
bg.battletech.com/universe/the-clans/
bg.battletech.com/universe/other-powers/

>How do I find out which BattleMechs a faction has?
masterunitlist.info/

Unit Designing Softwares
>SSW Mech Designer
solarisskunkwerks.com/
>MegaMek Lab
megamek.info/
github.com/MegaMek

>/btg/ does a TRO:
builtforwar.blog(not spam)spot.com/

>How do I do this Against the Bot thing? (old)
pastebin.com/pE2f7TR5

2017-03-03 – (Against the Bot)
mediafire.com/file/kffatbm11ffus7l/Against_the_Bot_Instructions_v2-5.pdf

bg.battletech.com/forums/index.php?topic=56065.0
Current 3.21 rule set is included in the mekhq package

>Map of /btg/ players (WIP):
zeemaps.com/map?group=1116217&add=1

>Rookie guides
pastebin.com/HZvGKuGx

>Sarna.net - BattleTech Wiki
sarna.net/wiki/Main_Page

>Megamek - computer version of BattleTech. Play with AI or other players
megamek.info/

>BattleTech IRC
#battletech on irc.rizon.net

>PDF Folders
mediafire.com/folder/sdckg6j645z4j/Battletech
mediafire.com/folder/cj0tjpn9b3n1i/Battletech
mediafire.com/folder/tw2m414o1j9uj/Battletech_Archives

/btg/'s own image board: - (2017-12-28 - Still getting worked on & now has 21476 pics! Any help with tagging appreciated!)
bgb.booru.org/index.php

More goodies! (Rare manuals, hex packs, TROs, discord servers, etc.) Last updated 2018-01-02!
pastebin.com/uFwvhVhE

Woof

Now THAT's a Butte Holde I can get behind.

POST BLAKIST SUPER HEAVIES

At least its not a davion this time! Gyakakakaka as the nukes drop lile party favors.

it would be appreciated if one of you gents could help me. Im looking for three mechs from the cvil war period. For under 7 million c-bills. With my ideas bellow.

1. A mech that looks like it was designed by a mongoloid. That really offends the eyes and the bum.

2. A mech that is functionally retarded and just a horrid peice of shit

3. One That is a functionality competant and of good design

And remember that I love you xoxoxooxoxoxox

May I introduce you to the best trooper heavy ever made. It's only flaw is that it wasnt designed earlier

Here's your number one with eyebrow lasers. Bonus of being a slow, undergunned short ranged clanner heavy. It's like everything you don't want in a clan mech.

The upgrade is nice and mean though.

Fucking amazing

>mfw giving praise to Blake as a Lyran

It was the first clan laser upgrade, meaning that it is carrying three clan med ERs in an enviroment dominated by regular IS-level ERs.

Best image to me. Blakists dying a god damn rain of nukes to end a war that they started by nuking others. I bet the regulans painted middle finger and other messages on those nukes they fired on Circinus.

...

Can we talk for a minute about fusion engine sizes? Being new to the game and designing mechs, it occurs to me that there are a handful of fusion engines that I would want to produce if I were a Successor Lord on account of their exceptional usefulness. Most specifically, whatever the power of the first 2 types of engine my realm produced, I’d want the 3rd to be a Vlar 300. By the wonder of math, the 300 is the right size for two good designs and a spare ie 3/5 100-tonner, 4/6 75-tonner, and an Dragon-esque 5/8 60-ton. As versatility goes, it’s tough to beat unless you confine your design bureau to a single weight.
So my question to /btg/ is; are there any other good engine sizes out there? (Beyond optimized for a single design) And if you could only have three engine outputs, regardless of tech level, what would you choose?

240 & 275

Literally my camptcha.

300 is going to dominate here because it works for all weight classes, especially factoring in XLs.

3/5 100-tonner, 4/6 75-tonner, 5/8 60-tonner, 6/9 50-tonner, and 10/15 30-tonner. You can add two to each of those for ASFs, and if you have Superheavy tech that gets you a 2/3 150-tonner as well.

Nothing else has anything approaching that kind of flexibility. Any other engine size is going to be attractive only because of what it offers at a specific weight, like 380 XLs working for mobile 95-ton 'Mechs and ASF, 275 and 330s for top-end mediums, or 375s for heavy cavalry.

1: Garm.
2. Garm.
3. Osiris.

>1. A mech that looks like it was designed by a mongoloid. That really offends the eyes and the bum.
Yeoman 6Y

>2. A mech that is functionally retarded and just a horrid peice of shit
Quickdraw 5M, Hermes II, Jackal, or stock Shadowhawk. Of course, there's the Panther 10K and Charger 1A1 / 1L, but that's low-hanging fruit.

>3. One That is a functionality competent and of good design
Galoglas 2GLS looks pretty sturdy, but I'm not terribly experienced with using functionally competent and good designs because I play DCMS.
If you have to have looks, too? Assuming you're not shelling out $50 for unseen pewters, the Guillotine 5M is a pretty solid choice.

Both of these are wrong, though, because it's not actually the same engine, just the same rating. You can't stick a 300 engine from a Marauder into an Atlas; it's a different engine completely, with a completely different cost.

You have to manufacture a different engine for each weight class, if you want them to share the same rating.

in case someone gets nitpicky, "Gallowglas".

275 rated fusion engine would be also good one to produce, as quite a few medium mechs use that as their engine.

>1. A mech that looks like it was designed by a mongoloid. That really offends the eyes and the bum.

Marauder. And stolen to boot.

>2. A mech that is functionally retarded and just a horrid peice of shit

Marauder. Left torso bomb.

>3. One That is a functionality competant and of good design

Timber Wolf. No mech should be less optimal and badass-looking than this one.

Word of Blake didn't start the war

>the Panther 10K

I hope whoever okayed the production of this at GKT was given the Honour of the Wakizashi. I fucking bet the Yellow Bird had something to with it.

>"Sir, look at what we have here! An ER PPC and Artemis short-range missiles! And with double heat sinks, it can fire them all the time!"
>"Scratch them. The Dragon has deemed our double heat sinks have better uses elsewhere."
>"But look at the projected heat curve! With single heat sinks..."
>"Engineer, the Dragon knows best."

Not only that, but they went full fucking steam ahead and it's front and center for every goddamn RAT the DC has from the clan invasion on.

And the 10K2, which fixes the heat issues and uses nothing that isn't available in 3050, doesn't show up until the Jihad.

Though I do like the fluff that so many 10Ks were refitted to 10KA by swapping back to the standard PPC that they had enough ERPPCs sitting around to cut costs on making the Akuma and No-Dachi.

Of the many fucktarded rules changes CGL has made this is the one that shits me the most.

A close second is "infantry are actually invincible, lol".

It predates CGL though.

Shhhh

facts don't matter

Maybe, but nobody cared until CGL made a big deal about it.

Therefore it's their fault.

The costs being different, sure.

Engines being fully plug-and-play? FASA was completely fine with that.

Just headcannon, but I've chalked up the difference in weight between engines of the same ratings in different weights of mechs as being the "Housing" for the engine.

I mean, that's not going to mean shit in Megamek, but if you're playing a campaign game, that's already in a house, so house rules are kind of fair game.

Likewise, why the same small laser mounted on a suit of BA is far lighter than the same one mounted on a 'mech. I chalk it up to being the weight of the aiming mechanisms tied into the targeting computer that allow a mech to have a 120 degree field of fire with torso mounted, front facing weapons. Also decent justification as to why a swarming BA squad can't use torso mounted weapons in a swarm attack. I'm looking at you, Void suits.

>FASA was completely fine with that.
Not only that, it was core fluff.

>Likewise, why the same small laser mounted on a suit of BA is far lighter than the same one mounted on a 'mech. I chalk it up to being the weight of the aiming mechanisms tied into the targeting computer that allow a mech to have a 120 degree field of fire with torso mounted, front facing weapons.

That is the actual explanation though, going all the way back to Clantroops.

I don't really mind tamping down on people who game the system by saying "oh this engine was built for a 1-ton vee, but I bought it to use on my 100-ton 'Mech since it's a fraction of the price, huehuehue" but yeah, it fucks with the lore in addition to shitting on your ability to use salvage.

So I get that Omnimechs are basically Battletech: Lego edition, and that older stuff could be Frankenmech'd together with weapons... But is there an equivalent in Battletech to the Star Wars "Uglies" ?

I can remember two off the top of my head: pic related has the top half of a Marauder and the bottom of a Warhammer, and the other is the unholy chimaera one of Cranston Snord's Irregulars drives.

Yes, actual true FrankenMechs. Look up the Schwerer Gustav or the Temax Cat Ninjabolt.

Yeah. I still remember how happy I was to kill a Spider by double legging it because I was finally able to fix my Fire Vulcan with the shot engine.

But honestly in the old old eras, the availability price multipliers are pretty killer no matter what. 2x in the IS for mech anything and 5x in the periphery is downright crippling for people trying to operate on pure cash. And you still wind up having to pay that highway robbery for a bunch of expendables like ammo and armor because there's never enough of that to go around.

This is the Irregulars one.

This. Frankenmech actually means a mech made of different chassis frankensteined together. Another classic was the Wolfman which was a Wolverine with Rifleman legs. There's rules for actually making them too, in Stratops I thing.

Only one I ever made in a game from pure salvage was the UrbanJav. An Urbanmech with Fire Javelin arms and side torsos with a PPC mount over the shoulder ganked from a Shad 2K. Well, that and my innumerable frankenbugs but swapping limbs around on Stingers and Wasps isn't terribly exciting.

Well damn, going to have to try and make Shorty's mech.

I wonder how hard it would be to kitbash...

It's been done. I think it's on camospecs.

>I wonder how hard it would be to kitbash...

Extremely. I've given it a try - using repros so as not to cut up $80 worth of Unseen - and failed miserably to make something that looked in any way acceptable.

The real issue is cutting away the relevant torso sections of the Archer and the Rifleman without damaging either, and keeping in mind that if your source minis aren't part of the same "era" (like, of miniature production), then they won't scale well against each other. That's what happened in my case; the Archer side torso was far too large to mate up with the Rifleman's CT, because the repro Archer I had was cast from (IIRC) a Battledroid-era mini, while the Rifleman was recast from a very late-model mold and so was smaller.

If you can reconcile the torso integration, the arms are easy.

Nah. Your mistake was using a 2nd sculpt Archer instead of a BD Archer. BD Archer is the small one. (Well technically BD Archer is the 2nd sculpt and 93 is the 3rd because the Bombardier is the OG BD Archer but eh)

It should be pretty easy with the modern Tactics plastics though.

>Your mistake was using a 2nd sculpt Archer instead of a BD Archer.

Well, when using repros, there's some relevant phrase about "beggars and choosers".

Also, doing this FrankenMechery with modern Reseens would be utterly hideous.

>nobody has posted the actual illustration yet
For shame.

Robotech Tactics dude. Reseens are totally wrong era anyhow.

I can't look at that picture without thinking of it as a Marauder wearing fishing waders.

I believe the actual cannon reason why battlemech weapons are heavier than their BA counter parts is actually a matter of armored reinforcement. Anything mounted in a mech is designed with the stresses involved in melee combat in mind. Which means lots in reinforcement and dampening, so that you can safely smash your arm mounted PPC off of an enemies face, without its delicate internals shattering apart from the impact.

It's also dumb that you cant just swap reactors from mech to mech when every other piece of equipment can be refitted like giant killer lego blocks

>It's also dumb that you cant just swap reactors from mech to mech

Just ignore that. It fall under dumbass retcons like everything involved with 3039.

If I would houserule such a thing I would say you need to rebuild the engine housing as different mechs might have different ways they have connected the wiring and tubing that goes to engine, but it's doable just takes time and patience from the techs doing the job.

Why I can't I just put an engine from a VW in my Honda? They have the same horsepower!

The problem there is C-bills. Because all of the unit cost equations were calculated with engine rating in mind, but varied otherwise from unit type to unit type, you could have a situation where you could build a super cheap unit of X type and transfer that engine to a mech, where the engine would normally cost more due to the mech cost formula. You'd save a lot of money and break the economic model.

I can only assume it was felt at the time that there had been enouhg investment into C-bills in the rules that the logical answer -- redoing the cost mechanisms (which were baked right into the core rulebooks) -- was deemed not possible. I wanted to throw the whole c-bill structure out, and asked to rip out the whole section when the TechManual PDF-only release was being worked on, but was turned down. I'd still like to axe it.

Engine ratings don't work that way.

The Dragon, Quickdraw, Marauder, and Atlas are all powered by a VLAR 300.

Car engines are the most retarded analogy you could have possibly used.

>All battlemech equipment is made to exacting industry standardized design, in order to not only maximize battle readiness rates but also ease the retooling of weapons factories and grease and wheels of the military-industrial complex
>Except engines though.

fucking stupid

In that case I would have put time+money spent to convert the engine into fitting into the new chassis it was going to go. Say you take 300 rated engine from heavy and put it into a Assault you need to do the housing conversion that costs money and techs time to do so.

He means actual same engines. Something like a Pitban 240 is used in a shit bunch of stuff and manufactured at the same plants. The one at Tematagi throws them right into both their Vulcans and Spiders.

Cbills are fucked in the DA anyway and nobody has fixed that in terms of new machines. Redoing cost would be golden as long as you could get near the ballpark of old prices and also have some sort of mechanism for things getting cheaper or more expensive depending on manufacturing and the currencies.

Now if you mean just totally flush all cbill stuff down the toilet, then I'd have to kill you with my Accoutanttech spreadsheets like the robot with the rolled up magazine in Alien.

>The Dragon, Quickdraw, Marauder, and Atlas are all powered by a VLAR 300.

Regardless, it's not the same engine.

Made by the same company, with the same power output, fine. But they clearly aren't identical engines, otherwise it'd be able to be used in Mechs of different masses. But it can't be.

>Car engines are the most retarded analogy you could have possibly used

Not exactly. Car manufacturer often build multiple cars around a single engine series. Its more like "why cant I put my ford coyote V8 from my ford pickup in my ford box van?"

See above

>Now if you mean just totally flush all cbill stuff down the toilet, then I'd have to kill you with my Accoutanttech spreadsheets like the robot with the rolled up magazine in Alien.

Heh. Sometimes I think that some writers and devs are too strident about the whole "rules and details just tie us down, man" thing, but then I look at all these legacy systems that serve to slap labels on things but are used by like five people and otherwise seem solely to generate errata and fuck up the universe and I want to fire them all into the sun. Tech Level and Availability and Rules Level and C-bills and Legality and Christ just light all this shit on fire already.

I sympathize only with c-bills, because there's definitely a legacy audience there like yourself that uses it, since it's been around since the start, but I still think it's more trouble and rules than it's worth.

>1: Garm.
Looking good the tumour gun in style

You can do that but it requires you to use the FrankenMech rules or convert it or some shit which means you have a definite chance of fucking things up irreparably, whereas the old rules and fluff make it a simple swap.

This is how things work now, because some decided it had to change because reasons. Back in the day, it was absolutely the exact same engine, which is why it could be installed on anything with the same rating.

I like Tech Levels and Rules Levels because it's an easy shorthand for the kind of game I want to play. If I just want to play a 3075 game with no Experimental tech, it's easier to say that than to list off a bunch of shit you can or can't bring to the table.

>1. A mech that looks like it was designed by a mongoloid. That really offends the eyes and the bum.

THUNDER

Really any of the mechs with barrels so big you could fly a small plane through them

I get the rules level thing to a degree, but once sliding rules levels were implemented that ceased to be a useful feature (if indeed it ever was: things like Blazers were experimental when first introduced, even though they're child's play to use). It wasn't bad as shorthand though, I agree, even if it was an overly broad sweep at times.

Eh... while I agree that things like the Blazer are hardly difficult to use or whatever, it opens a bigger can of worms than I'd like to move them out of the experimental category for most eras.

The problem with pushing them out of that category is that you then have to explain why designs weren't rocking them. I mean, they're a viable alternative for A/C-20s, there's a bunch of 'Mechs with payloads that could arguably be improved by the switch, etc. Same as the Fuel-Cell Engine being introduced; OK, sure, makes sense from a fluff perspective... but now they have to handwave explanations as to why those were never used over the clearly inferior ICEs of the Succession Wars. Or why ICEs are even being used anywhere other than absolute bumfuck Periphery planets.

You always need the money value of things because Mercs will always be the main RPG dudes of battletech.

I couldn't give a fuck about rule levels and legality either since 99% of folks just play by era. "Does this thing exist in year 3XXX? Okey dokey then."

Availability is nice if it could be tied into cost. Like new tech falling in price over the years. But that's more a Handbook/Era Report type thing than needing to account for it in every single TRO or whatever.

Problem is sometimes you get crossover with tech and rules because of how things are published. Like the occasions of people insistent that they can always use hot loading with TBolt missiles because the weapon is in TacOps therefore all rules in TacOps related to it are automatically in effect.

>But that's more a Handbook/Era Report type thing than needing to account for it in every single TRO or whatever.
And Era Reports do have price mods, but they're crappy and vaguer than they need to be. Especially with footnote of "add this much extra for something new or high tech" instead of just using tech and availability ratings to specifically designate what gets marked up.

That they would vary engine costs by application or restrict them to chassis type/weight seems retardedly un-BattleTech. BT has had dumb, known, robust and trustworthy technology paradigm since Ron Reagan was Prez. Fusion engines are a source of electrical power and waste heat, there’s no good reason why the Star League wouldn’t simplify the logistical chain it created by standardizing the displacement, mounting points, fuel/electrical/heat-exchange configurations, and such for each given output intensity that way you get critical parts interchangeability and ease of maintenance. I’ll grant that you might want 2 styles of a given weight, one spherical/cubic maximally compact shape for Mech torsos and a pancake-type for vehicles/aircraft that limited profile height. Individual mechs might change the orientation of the install, the length/routings of feeds/exhausts/heatsinks, but the engine itself should be as identical as possible given that they are the most valuable and difficult to produce/repair portion of the mech/aero/vee. Virtually every other part of any Mech is massively interchangeable with perhaps the exception of some of the electronics why should the engines not be. Perhaps the strongest reason why engines ought to be standardized across weight classes is the difficulty of manufacturing anything in BT. It takes decades(sans fiat) to build factories and start production of anything at the tech level of fusion plants so why not focus efforts on maximizing producing engines you know how to make already instead of reinventing the same performance several times while bloating the list of part numbers and spares necessary to bring the light of your own perfect space feudalism to your jerk neighbors.

> there’s no good reason why the Star League wouldn’t simplify the logistical chain it created by standardizing...

You could easily say that about internal combustion engines, yet it isn't done that way in real life. Sure, sometimes things use the same engine, but usually they don't.

"Because it happened in real life" is not an excuse.

Do you know *why* it happened in real life?

Doesn't matter.

Because you touch yourself at night

...

It actually fits the definition of an excuse quite nicely.

When balancing an Alpha Strike game, how many points difference between the two forces would you consider ok to have? My two forces are currently only 2 points from each other and I figure that's fine, but going forward I'd like to hear what people think the accepted difference is so I don't crush my head trying to get things perfect every time.

Well for one thing it depends on how big the forces are

The clan force has 15 units on the field. 5 mechs, 5 vehicles, 5 squads of battle armor

The IS force has 19 units. 8 mechs, 7 vehicles and 4 squads of battle armor

>how many points difference between the two forces would you consider ok to have?

-Games of 50 points or less are sort of useless in AS, but forces that size should be within 1 point.
-Ideally, a 5-point swing or less if you're playing between 50 and 200 points.
-If you're playing at 200 points or more, a swing of between 5 and 10 points.
-Never more than 10 point swings. A light Mech starts at 10 points (Flea-14, Wasp -3W)**, so having a variation sufficient to buy an entire Mech is too much.

My rule of thumb is that if the PV gap can get you a Skill Level upgrade or another unit applicable to the game, it's too much.

Internal combustion engines in automobiles aren’t an apt comparison. Car engines supply rotary motion to power train and a variety of other common equipment in a car. The critical dimensions involved in delivering that motion are much more involved than, “Will it fit under the hood/in the CT?”. Limited, unpopular models of cars/trucks have 10’s of thousands of produced over their lifetime. Every car is a bugmech. Autos are subject to rapidly advancing technology, fickle consumer tastes, and wildly variable regulations that mean engines are changing every 2-5 years whether you like it or not. Part supply and maintenance are significant profit-centers for auto mfgs which discourages commonality with other makers beyond what is mandated by Gov’ts,trade orgs,and major suppliers. Selling vehicles to individuals who’ll run 1-2 cars for a decade is very different from selling vehicles to an Army that will run thousands of them at once for 40+ years. Part commonality between chassis is a major concern for military contracts because whether an air compressor from this truck will fit on that different type of truck decides missions and lives. Commonality only gets more important as you limit logistical capacity & speed, reduce technician availability, and limit access to advanced fabrication technology. Limiting the number of types of parts you have to keep on-hand in the trenches and the number of work procedures your techs have to master will yield more robots, more often stomping on your foes than a bunch of hanger queens with abysmal readiness #’s no matter their superior performance.

If you think "Will it fit under the hood?" is the only consideration for a fusion engine that I've got some land you might be interested in buying.

There's all of the thermal management issues (this is actually pretty huge), electrical compatibility, mechanical connections, radiation concerns, and probably a dozen other things I haven't thought of.

I had an idea.
Pirate lord drives a FrankenArcher.
When he is particularly upset with one of his lieutenants, he makes them ride into battle inside the hole where one of its giant missile launchers used to be. There is no padding or life support.
What do you guys think?

Let me clarify that “if it fits” includes the necessary attendant equipment to make the engine work in the application that does not cost critical slots including but not limited to heatsinks, coolant reservoir, coolant pump(s), hydrogen tankage, fuel pump, cryogenic plant(s), auxiliary power supply, engine control computer/linkages, power conditioning gear,etc. Electrons don’t care too much about their orientation vis a vis local acceleration, nor do high pressure coolant piped across a gradient of “a miniature sun” and radiators wot won’t melt. Battlemechs are not optimized to the ounce like aircraft that trade a fractional increase in performance A for reductions in desirable factors C, D, & F-L. Being another half yard wide or 200kg heavier L vs R is easily compensated for in less critical portions of a design. BT fusion engines are majorly abstracted to the point that whatever variations in torso geometry, myomer operating voltages, internal airflow, and whatnot that might justify restricting engines by chassis weight are diminutive compared to the simplification that makes engines X tons + 3-9 crits.

Making a fusion engine a fusion engine doesn’t even save that that much from the ridiculous volume of type/weights. There are ~75 standard fusion mech engine power/weight combinations with half that for vees and another half for aerospace for ~150 unique fusion engines. If engine power is the only thing that matters, not unit type or weight, then mechs get ~60 engines and vees/aero don’t add to the count. ~60 engines times however many engine techs is still a world of crunch. They should have sucked up the retcon and flattened fusion engine costs across chassis types when they messed up.

>not doing an autocannon refit and tying them in front of the cannon
do you even blowing from a gun

I think the idea is to scare him, not kill him. Also a good way to ensure said lieutenant might "accidentally" discharge his weapon in your back during a firefight.

So what's the build? What's it equipped with? These things are important; if an Archer has an emtpy side torso then there better be a damn good reason because those things are notoriously easy to mod, to the point of being damn near Omnitech, so it's the best and most logical place to strap weapons in a Frankenversion of it.

Man, you could give one hell of a hug by firing all the RL pods at once. Shame you'll only live to do it once.

Speaking of which, do you do a cook-off check every round you're over the threshold? Or only when you cross it?

>Speaking of which, do you do a cook-off check every round you're over the threshold? Or only when you cross it?
Every round. Don't stay hot, especially if you have infernos onboard.

Yeah, RL boats are pretty funny (and somewhat boring) for that reason. I try to make mine a little more spicy by including other things it can do, like warcrime the extremely common infantry and vees one would find in the Periphery.

If you had to choose the most iconic mech for each weight class, what would it be?
IS Light
IS Medium
IS Heavy
IS Assault
Clan Light
Clan Medium
Clan Heavy
Clan Assault

>IS Light
Bugs, probably the Locust.

>IS Medium
Griffin

>IS Heavy
Marauder/Warhammer, pick your favorite.

>IS Assault
Atlas

>Clan Light
>Clan Medium
Don't know these well, can't say with definition.

>Clan Heavy
Timber Wolf

>Clan Assault
Supernova or something I guess.

>IS Light
Honestly? Back in the day I would have said the Unseen Bug Trio (Locust/Wasp/Stinger), but I sort of think of the Raven anytime I think Inner Sphere Lights now. Can probably blame MWO for that.
>IS Medium
Griffin or Shadow Hawk, easily.
>IS Heavy
Like it or not, the Glaug Marauder.
>IS Assault
Atlas hands down. It's in too much media.
>Clan Light
Good question. Fire Moth/Dasher probably. It was in a lot of media for a long time and still is.
>Clan Medium
Stormcrow or Nova, easily.
>Clan Heavy
Timber Wolf/Madcat. Is this even a question?
>Clan Assault
Warhawk/Masakari. Easily the most recognizable and media-common Clan Assault. The Dire Wolf/Daishi comes close second.

>IS Light
Tabletop-1st crowd: Stinger/Wasp
Vidya-1st crowd: Osiris

>IS Medium
Tabletop: Shadow Hawk, period. It's face-first in too many books, and it's the most photogenic of the trio.
Vidya: Uziel

>IS Heavy
Tabletop: Marauder. EXTREMELY close second is the Warhammer
Vidya: probably same

>IS Assault
Tabletop: Atlas
Vidya: Same.

>Clan Light
Tabletop: Fire Moth
Vidya: Cougar

>Clan Medium
Tabletop: Stormcrow
Vidya: Nova

>Clan Heavy
Both: Timber Wolf.

>Clan Assault
Tabletop: Warhawk
Vidya: Supernova or Mad Cat MkII

I thought the Uller had more popularity in media than the Dasher?

And wouldn't the Daishi be more iconic as the Clan assault?

This is gonna be kinda hard...

IS Light
Locust (or the other two main bugs, IDC)

IS Medium
Shad

IS Heavy
Toss up between Warhammer and Marauder

IS Assault
Toss up between Atlas and Beamer

Clan Light
This is hard, Uller?

Clan Medium
Ryoken, the replacement for the trio

Clan Heavy
Mad Cat, no question

Clan Assault
Daishi

I'd argue the Kit Fox/Uller is a close contender, yeah. I don't agree the Dire Wolf/Daishi is more iconic than the Warhawk/Masakari though. The profile of the Warhawk is way too distinct, and it was on too much media. The Dire Wolf is a close second though, since it graced a few covers in its day too. The Warhawk was just on more iconic art overall, I feel.