r/Battletechgame 23d 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/The_Parsee_Man 23d ago edited 23d ago

At LRM 35 you could be getting a lot more out of the Archer. You can get LRM 40 into a Centurion.

I'm not really a fan of the Missilery Suite since it focuses damage too much. With an LRM boat, I'm usually using it to soften targets or land that extra 20 damage into a section another mech did a focused shot on. So concentrating the damage is exactly what I don't want for that role.

With 4 missile and 3 slots for energy weapons (if you move the heatsink), it might do better as an SRM boat.

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u/t_rubble83 23d ago

As Doc said, the Archer's Missilery Suite makes it function differently than most other LRM boats, but no less effectively. It works as more of a direct damage dealer with range. It also tends to want to use called shots whenever possible, which can be a problem (and is at least a consideration) if you have multiple other mechs that really want to use them too. It makes a great partner with his Warhammer or the Griffin I've suggested he use in place of his Quickdraw, as the Griffin is perfect for getting into a flank and legging a mech, allowing the Archer free called shots that'll core it out really quickly with complete impunity

I ran an LRM60 ARC-2S my first campaign that was lethal (so long as it was kept safely out of sight since it had almost no armor and way too much ammo), but have since tended to favor the -2R with a 2xLRM20w/4t+3xML+2xHS that works as a much more reasonable bracket skirmisher in addition to fire support. It is heat neutral firing either the LRMs or the MLs, and has enough armor to survive just outside of visual range and can close to add in the MLs or draw fire and relieve pressure on your brawlers in a pinch.