This is to continue a discussion begun in the "Using EW Successfully" thread.
I realize this isn't a popular position, but I like to play with mechs that at least vaguely resemble stock mechs. For example, my version of the Marauder 3D uses 3 large lasers (+10 damage) for distance work, 2 medium lasers (+10 damage) to top off head hits, and 2 small lasers (+10 damage when I can find them) for the same at close range. If any two of the first five get a head hit (35% each), or any one of the first five + one of the last two, the OpFor is recruiting for a new pilot. I'm not as interested in salvage as I am in closing out combats rapidly while maintaining some semblance of historicity. Although it can't alpha strike more than a couple of turns in a row, this loadout allows the five main weapons to fire every turn while hauling maximum armor, and I don't ask for more than that.
I usually pair it with a Warhammer 6R packing two Snub PPCs (I prefer the Snubs that save heat to the ones that add damage in this configuration), two medium lasers (ERMLs if I find the heat-saving Snubs) and four small lasers (ERSLs if I can load up on double heat sinks). The WarHamster scrapes massive damage off mechs carrying lighter armor while the Marauder snipes the mechs that carry more armor.
The third mech in the lance is an Archer 2S, usually carrying 2 LRM-5s and 2 LRM-15s, which generates a bit more heat, but saves a couple of tons vs. the 2 LRM-20 version. I know the cool kids opt for increased stability damage, but I always go for +2 damage per missile, if I can find them. It's another shredder, like the WarHamster. I use the extra tonnage to carry additional ammo.
The fourth member of the lance can be any of three:
1) another Archer 2S, but with 4 SRM-6s (it seems to be quite easy to find SRMs that max out both damage and stability damage, and Archers increase SRM stability damage by 75%);
2) Cataphract 0X, which was covered fairly extensively in the EW thread, but I prefer one with 6 support weapons (machineguns with +5 shots, and 0 tonnage if you can find them) and as many arm mods that increase stability damage as you can scrape together. Anything that enters the EW bubble is knocked down, and otherwise the Cataphract doesn't fire, so it's less likely to lose its EW protection;
3) An Orion. I won't go into detail on this, as I only do it when I'm unable to put one of my first two choices in the field, but I find this a good mech to outfit heavily with ammo-dependent weapons.
And that's what I use for my second-toughest lance. They all walk 120 meters/turn and lack jump jets, and all have their armor maxed out (possibly short 5 points in one or two rear locations).
Kind of a separate point, but when you max out armor, this means you're carrying enough rear armor that you can turn your back on most of an enemy force for a turn while you finish off a particularly obstinate mech.
I realize this isn't a popular position, but I like to play with mechs that at least vaguely resemble stock mechs. For example, my version of the Marauder 3D uses 3 large lasers (+10 damage) for distance work, 2 medium lasers (+10 damage) to top off head hits, and 2 small lasers (+10 damage when I can find them) for the same at close range. If any two of the first five get a head hit (35% each), or any one of the first five + one of the last two, the OpFor is recruiting for a new pilot. I'm not as interested in salvage as I am in closing out combats rapidly while maintaining some semblance of historicity. Although it can't alpha strike more than a couple of turns in a row, this loadout allows the five main weapons to fire every turn while hauling maximum armor, and I don't ask for more than that.
I usually pair it with a Warhammer 6R packing two Snub PPCs (I prefer the Snubs that save heat to the ones that add damage in this configuration), two medium lasers (ERMLs if I find the heat-saving Snubs) and four small lasers (ERSLs if I can load up on double heat sinks). The WarHamster scrapes massive damage off mechs carrying lighter armor while the Marauder snipes the mechs that carry more armor.
The third mech in the lance is an Archer 2S, usually carrying 2 LRM-5s and 2 LRM-15s, which generates a bit more heat, but saves a couple of tons vs. the 2 LRM-20 version. I know the cool kids opt for increased stability damage, but I always go for +2 damage per missile, if I can find them. It's another shredder, like the WarHamster. I use the extra tonnage to carry additional ammo.
The fourth member of the lance can be any of three:
1) another Archer 2S, but with 4 SRM-6s (it seems to be quite easy to find SRMs that max out both damage and stability damage, and Archers increase SRM stability damage by 75%);
2) Cataphract 0X, which was covered fairly extensively in the EW thread, but I prefer one with 6 support weapons (machineguns with +5 shots, and 0 tonnage if you can find them) and as many arm mods that increase stability damage as you can scrape together. Anything that enters the EW bubble is knocked down, and otherwise the Cataphract doesn't fire, so it's less likely to lose its EW protection;
3) An Orion. I won't go into detail on this, as I only do it when I'm unable to put one of my first two choices in the field, but I find this a good mech to outfit heavily with ammo-dependent weapons.
And that's what I use for my second-toughest lance. They all walk 120 meters/turn and lack jump jets, and all have their armor maxed out (possibly short 5 points in one or two rear locations).
Kind of a separate point, but when you max out armor, this means you're carrying enough rear armor that you can turn your back on most of an enemy force for a turn while you finish off a particularly obstinate mech.
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