The Archer's a popular choice as a command unit in-universe, designed to contribute to a fight from a fairly safe distance but being otherwise well-balanced and without glaring weaknesses. Plus, the combination of lasers and proper fists means it doesn't need close-quarters backup like most other missile boats do, so you don't need to use a slot in the lance for a dedicated escort. The rocket launcher variant you're thinking of the 6W, made in the Taurian Concordat. It's a real one-trick mech, but it's a hell of a spectacular trick.
From all the 3025 heavy Mechs the Archer is actually one of the best for making physical attacks. If has very good armor on all locations and two arms with full actuators. If the Archer is unable to keep it´s distance from then enemy, the best defense is to go all in and kick and or punch. Only if I can´t use the LRMs and are not able to get into melee range, I would consider using the lasers. Another good tactic is to pair the archer with another support Mech and keep them very close together. This way they can protect each other from rear attacks.
Two archers are almost auto-includes in my heavy fire support lances, but I always found the armor too thin for the mech. Probably because I really stink at this game.
This was very useful, it's relevant to a Merc battalion (combined-arms) that I;m working on building... Do you have plans to do a video on the Mackie yet? I'd also like to request the night Hawk.
Good video. But I disagree on close. 2xML and a kick is way better than punching. Kicking is almost always better. I hear you on the head, but 14 points to the leg is better than 1/6 at the head if the target is at the usual softening up point.
The Archer's a popular choice as a command unit in-universe, designed to contribute to a fight from a fairly safe distance but being otherwise well-balanced and without glaring weaknesses. Plus, the combination of lasers and proper fists means it doesn't need close-quarters backup like most other missile boats do, so you don't need to use a slot in the lance for a dedicated escort.
The rocket launcher variant you're thinking of the 6W, made in the Taurian Concordat. It's a real one-trick mech, but it's a hell of a spectacular trick.
From all the 3025 heavy Mechs the Archer is actually one of the best for making physical attacks. If has very good armor on all locations and two arms with full actuators. If the Archer is unable to keep it´s distance from then enemy, the best defense is to go all in and kick and or punch. Only if I can´t use the LRMs and are not able to get into melee range, I would consider using the lasers.
Another good tactic is to pair the archer with another support Mech and keep them very close together. This way they can protect each other from rear attacks.
The 2S varent can cause a large scare for anything that gets too close.
Two archers are almost auto-includes in my heavy fire support lances, but I always found the armor too thin for the mech.
Probably because I really stink at this game.
This was very useful, it's relevant to a Merc battalion (combined-arms) that I;m working on building...
Do you have plans to do a video on the Mackie yet? I'd also like to request the night Hawk.
Good video. But I disagree on close. 2xML and a kick is way better than punching. Kicking is almost always better. I hear you on the head, but 14 points to the leg is better than 1/6 at the head if the target is at the usual softening up point.
I think Fritz is always going for disabling the mech with the least amount of damage, for the tabletop glory, of course.