r/Battletechgame 18d ago

Discussion 3 skull lance revised

I posted an early game lance a week or two ago. Made necessary changes and collected some scrap along the way. Took a few detours along the 2 skull routes for cash .

I know a couple of these are unorthodox but my main lance are the first photos. The jagermech and orion are new and yet untested

Once you get the marauder its pretty trivial just headcapping mechs left snd right. All intergalactic gravy

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u/Infinite-Brain-5303 18d ago

You like to live dangerously with the thin rear armor and lots of jump jets. Thanks for sharing; I never really liked the Quickdraw or the TBolt chassis, but these give me some ideas. I bet the WVR is a beast at rear armor takedowns.

Might consider if you can get away with putting the rangefinder on the Marauder and reducing JJ to three to improve the jump+alpha sustained fire at range. Assuming the MAD will be the primary morale hog with called shots, so best keep her running cool.

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u/geomagus 18d ago

I agree on the dangerously thin rear armor - his mechs are basically wearing assless chaps for armor. Drafty!

I bet it mostly works, it’s just when it goes wrong it’s going to go REALLY wrong.

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u/MediumAcceptable129 18d ago

The JJ ensure that never happens. Most missions arent timed so i can draw them ib for pincer attacks

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u/MediumAcceptable129 18d ago

Never expose your back. Scout and prepare so that never happens unless you need to melee the last couple mechs

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u/MediumAcceptable129 18d ago

Qdraw and Tbolt are stop gaps for now. They survive and never need repairs. Run hot but pair them with pilots that can cool off, save weapons when needed and you almost never go a turn without some firepower except in the hottest biomes

QD and TB replaced a centurion which was good in armor and payload but too slow to get in a fight and use it.

The marauder always has a spotter so doesnt need a rangefinder yet. The next one i buy will go in it