Prepare for glory! Check out my blog for more wargaming tactic and my free strategy PDF guides: www.wargamerfri... Support my Patreon channel: / wargamerfritz
The Archer's configuration and mission profile hasn't changed much since 2458. It's a really simple design, and we underestimate the value of simplicity a lot of times. But we ought not let the simplicity of the design overshadow the fact that, within this simplicity, there are a plethora of decisions you have to make when behind the controls of this machine. The most pressing of these decisions you'll have to ask yourself, every time the firing phase comes up, is "one or two?" You want to fire two of the LRM-20s. Frankly, that's why the ARC-2R is out there. But you can't fire both LRM-20s each and every turn for the duration of the game. If you do that, you get stuck in movement penalties, risk ammo cookoffs, and incur accuracy penalties. Of these heat penalties, the only one that the ARC-2R can swallow is the first one, the movement penalty. An ammo cookoff is a death sentence, and you need your ordinance to hit, especially since you don't have much control over the number of clusters which will hit the target. So the place on the heat scale that's most relevant seems to be that +8 level, the place that gives you the +1 accuracy penalty. The +5 heat penalty, the -1 movement penalty, seems more relevant to other mechs than a standoff barrage platform like the Archer. Indeed, for a mech of this BV, tonnage, and role, if you AREN'T taking the -1 penalty on MP at +5 heat, there ought to be a good reason, like you have to step into the front line, or the opponent broke through a Jenner and is looking for trouble. So, keeping this in mind, this is a mech that works best when it runs a little hot. How hot? Well, you figure the ARC-2R can, once a game, fire the dual LRM-20 three turns in a row, moving once in those three turns. That'll put it at +7 after turn three, one short of the +1 modifier. We can call this the "powerband," the span where the Archer has its best potential. Where you start this powerband in the course of the game is up to you. You might want to start that powerband early, right out of the gate from Turn 1 to Turn 3, to soften up whatever monster the opposition has lumbering up the center before your guys get into that "danger close" range with it. You might want to hold off on pulling the trigger on that powerband until midgame, after everyone gets some bruises and scrapes, to see which mech deserves it most. Or, you might want to wait until late in the game, when everyone is running hot and the record sheets are a mess, to put that assault mech with the bum leg out.
You sir are god send. Thank you for this video. Just got my hands on one in the campaign I'm in with my buddies. Plenty of utility with the Archer for my merc unit. Can't wait to kick this game this weekend and give it to my pilot "Spooder".
Something else I like about the Archer is that it's fairly new-player friendly. If I hand my new guy an Archie-2R they're gonna learn missile spreads, Medlas and moshing in a mech that's got enough armor to make mistakes forgiving. They'll also learn heat management, but in a mech that'll at least give 'em a warning (opening salvo of 2 LRMs + movement -10 sinks = enough heat to get rookie paying attention, but not enough heat to cause problems). The Archer was how I stopped worrying and learned to love the Inner Sphere.
The Archer has one clear role on the battlefield and it does this in the most efficient way possible. In larger battles the Archer is a must. In smaller battles the Archer has some issues due to the minimum range. It is still capable of some self-defence and it it´s physical attacks can be quite effective. The only bad thing in my experience is that Archers have a nasty habit of dying from lucky hits more often than other Mechs.
The Archer's configuration and mission profile hasn't changed much since 2458. It's a really simple design, and we underestimate the value of simplicity a lot of times. But we ought not let the simplicity of the design overshadow the fact that, within this simplicity, there are a plethora of decisions you have to make when behind the controls of this machine.
The most pressing of these decisions you'll have to ask yourself, every time the firing phase comes up, is "one or two?" You want to fire two of the LRM-20s. Frankly, that's why the ARC-2R is out there. But you can't fire both LRM-20s each and every turn for the duration of the game. If you do that, you get stuck in movement penalties, risk ammo cookoffs, and incur accuracy penalties.
Of these heat penalties, the only one that the ARC-2R can swallow is the first one, the movement penalty. An ammo cookoff is a death sentence, and you need your ordinance to hit, especially since you don't have much control over the number of clusters which will hit the target. So the place on the heat scale that's most relevant seems to be that +8 level, the place that gives you the +1 accuracy penalty. The +5 heat penalty, the -1 movement penalty, seems more relevant to other mechs than a standoff barrage platform like the Archer. Indeed, for a mech of this BV, tonnage, and role, if you AREN'T taking the -1 penalty on MP at +5 heat, there ought to be a good reason, like you have to step into the front line, or the opponent broke through a Jenner and is looking for trouble.
So, keeping this in mind, this is a mech that works best when it runs a little hot. How hot? Well, you figure the ARC-2R can, once a game, fire the dual LRM-20 three turns in a row, moving once in those three turns. That'll put it at +7 after turn three, one short of the +1 modifier. We can call this the "powerband," the span where the Archer has its best potential. Where you start this powerband in the course of the game is up to you.
You might want to start that powerband early, right out of the gate from Turn 1 to Turn 3, to soften up whatever monster the opposition has lumbering up the center before your guys get into that "danger close" range with it. You might want to hold off on pulling the trigger on that powerband until midgame, after everyone gets some bruises and scrapes, to see which mech deserves it most. Or, you might want to wait until late in the game, when everyone is running hot and the record sheets are a mess, to put that assault mech with the bum leg out.
You sir are god send. Thank you for this video. Just got my hands on one in the campaign I'm in with my buddies. Plenty of utility with the Archer for my merc unit. Can't wait to kick this game this weekend and give it to my pilot "Spooder".
Something else I like about the Archer is that it's fairly new-player friendly. If I hand my new guy an Archie-2R they're gonna learn missile spreads, Medlas and moshing in a mech that's got enough armor to make mistakes forgiving. They'll also learn heat management, but in a mech that'll at least give 'em a warning (opening salvo of 2 LRMs + movement -10 sinks = enough heat to get rookie paying attention, but not enough heat to cause problems). The Archer was how I stopped worrying and learned to love the Inner Sphere.
Would love to see more Clan invasion mech stuff Fritz! Love the Archer.
The Archer has one clear role on the battlefield and it does this in the most efficient way possible. In larger battles the Archer is a must.
In smaller battles the Archer has some issues due to the minimum range.
It is still capable of some self-defence and it it´s physical attacks can be quite effective.
The only bad thing in my experience is that Archers have a nasty habit of dying from lucky hits more often than other Mechs.
I've always been a fan of the marauder and marauder 2. I liked different medium class mechs. But I've always liked the panther for the light mechs.
I prefer 4 LRM packs instead of one LRM 20. Same potential damage but more chances to do some damage.