Welcome back to the third weight class of the Goonhammer Championships - heavy mechs. After the substantial similarity between everyone in the
lights and a bit more variation in
mediums, we're seeing quite a bit more variety and a good mix of inner sphere and clan mechs. Definitely something for everyone, and different playstyles start showing themselves much more.
Davion Heavy Guards Savage Wolf. Credit: Jack Hunter
Jack
- Loki Mk II T. This thing does witchcraft to fit everything into just under 2,100 BV. Armored adequately and with enough movement (even if 4/6[8] isn’t a generally good movement profile), it absolutely dumps damage out especially with playtest ultra ACs.
- Flashman FLS-9M. One of the most perfectly designed bracket fire mechs in the game, it’s fairly cheap, durable, and has a perfect set of guns for either long or short range. It’ll put a pair of heavy PPCs into you all day while it closes, then 44 damage worth of medium lasers rips open whatever’s left.
- Vulture Mk IV D. Another effective combination of durability and damage, this bumps up the durability with ferrolam and damage with paired ATM 12s and improved heavy mediums. 92 damage at short range is absurd, and this has the mobility and durability to get there. It pays for it, but it’s worth it.
- Black Knight BL-18-KNT. Yet another simple combination of damage and durability. Although it does have a light engine, it’s still a near full armored 75 tonner pushing 35 damage at long range or 48 at short range (with a little overheating), all with a targeting computer. Well worth the 2,600 BV - it’ll take a beating while piling on damage.
- Nova Cat C. We pivot here from lots of damage to adequate damage. Two large pulses form the bulk of the weapons, and pair of ultra 5s and an LBX 5 round out the guns - a good way to fill space with guns that do enough to matter but not enough to cost a lot. It’s just under 2k BV and is ruthlessly efficient.
- Argus AGS-6F. It’s a 1,500 BV 5/8 with good armor and four tons of AC/20 ammo. That’s plenty to carry precision (especially with the playtest ammo quantities), and gives you a surprising way to make light mechs simply vanish.
- Lament LMT-2R. Another well armored 5/8 coming in at just a hair under 2k BV, the lament is a great way to position a pair of heavy PPCs wherever you need them, with the ability to use the radical heat sinks to throw in three medium lasers whenever you want. It’s not tremendously flashy, but I find it to be an incredibly reliable mech.
- Black Knight BL-6b-KNT. Going back to the black knight, this time with a much cheaper variant down at 1,627 BV. Trivially one of the best succession wars mechs, it still holds its own in late eras - good armor, standard engine, nothing explosive, plenty of torso guns, good heat management, good damage output. The playtest mission packet makes it even better now that there’s something for the active probe to regularly do.
- Thunderbolt TDR-9W. Again living in the just-under-2k realm, this is another super simple brick. 4/6/4, standard engine, heat neutral at a full jump, full clan weapon load of a large pulse, three medium pulses and an LRM 10. It’s not flashy, it’s not a ton of damage, but it’s accurate, hard to kill, and is still doing enough damage for the cost that it’s not irrelevant.
- Savage Wolf A. This is going to be a controversial pick as I know a lot of people aren’t fans of the XXL engine, but this is about as tough of a heavy mech as you can get with the ferrolam armor (the Orion C, War Crow C, and Gotterdammerung 20C are also in the running, but hampered by poor heat management). This does run a little hot, but has OK damage at range scaling up to fantastic damage in close. While an expensive pick, I definitely find myself getting plenty of value out of it.
Flashman. FLS-9M variant. Credit: porble
Peri
- Flashman 9M. I think that while the Medium and Light lists had a ton of shared examples the heavy rankings are likely to be more diverse. The problem of best light mech is kinda just solved, you want to be as fast as you can manage, and with mediums there are just so few genuinely great ones that the same few are going to show up a lot. I am starting off with what I think is personally the best heavy mech in the game, the Flashman 9M. This is a perfect bracket firing mech, so optimized it hurts. It has a perfect set of long ranged weapons, a pretty good set of short ranged weapons, they both bracket cleanly on a comparatively cheap mech with good everything. The thing is hard to beat just because it is so fucking simple and so well made.
- Night Gyr E. Holy fuck just look at that record sheet. Just a massive heap of pulse lasers and some missiles it will almost never fire. It is expensive and boring but it sure does make it work.
- Nova Cat E. Holy fuck just look at that record sheet. The Nova Cat E with its quad fucking ATM-9s can do in the range of 100 damage a turn pretty consistently, one of the most firepower centric mechs in the game and capable of bringing down much larger mechs with shocking speed, even things that cost a fair bit more than it.
- Nova Cat C. Look 4/6/whatever clan heavies are good. The Nova Cat C is nearly an inverse of the E. Instead of overwhelming firepower, it has overwhelming efficiency. It is cheap for what it is, carries decent to good guns, and will just fail to disappoint you. It is not flashy or a world breaker but it is just so insanely good for the price.
- Vulture MkIII C. Fuck this mech. 8 SSRM 6s is just too many hit location rolls, and you might kill your opponent from boredom resolving all of these hits before you kill his mech with TAC’s and his pilot with random head hits. This mech is a menace to society and shouldn’t be allowed to exist on normal people tables, but it can lose if you can maneuver behind it or stay out of its range.
- Vulture MkIV D. Just a dumb brick of Ferro Lam armor with high damage output through ATMs. The Nova Cat E spams ATMs better, but the Vulture MkIV D does it faster and with bullshit Ferro Lam to use as a crutch, the choice is personal preference in my opinion.
- Thunderbolt C. This is just an idiotically tough brick of a mech with a pair of great clan energy guns tied to a standard engine heavy mech with no explosives for a very low price. One of the game’s best bricks and just such a little freak of a mech.
- Argus 6F. This is one of the only high speed AC/20s in the game and can do insanely spooky shit with precision ammo. Will instantly delete your opponent’s Gunsmith from the game and make them crash out a bit, which is very funny. I give the edge to this over the Thunder 1L simply for the flexibility added by carrying an SRM-6.
- Thunder 1L. Exact same thing as the Argus, just a big dumb fast idiot with an AC/20. Will do great things with a precision load and the triple MPL secondary package will sometimes be better, so pick your preference here.
- Avatar OH. Dirt cheap pair of heavy PPCs with some backup guns if it needs them and good armor. One of the best second line fire support type mechs in the game, and at this price it is really hard to find something better in this role. The Flashman 9M completely outclasses it but the OH is cheaper so if all you need is the PPCs go nuts.
General Motors Generalist Mercenaries Marauder MAD-5T, Credit: Liberty
Liberty
- Thunder THR-1L. Holy shit I love this thing. Its cheap as dirt, aggressive as hell, angry as a gator on a line, and hateful as fuck. One of the absolute best AC/20 caddies in the game it’s got the space to pack along its state-mandated load of AC/20 shells so that it might perform the will of the Chancellor by absolutely pasting any light, or medium, ‘Mechs, and many of the heavies and assaults, that have the fucking IMPUDENCE to enter its field of view. Back that up with a trio of MPLs and you have a hell of a combination. Also an LRM is here, for activities. In reality using that LRM as an offensive weapon is a trap. It’s a tool. A tool to drop smoke on people’s heads as you close, making their shots all the worse every step of the way. Make them hear your drums, fear the tread of your boots, and cower back in their holes as you break their will and their bodies.
- Black Knight BL-18-KNT. This thing rips. It ambles around the map grabbing things by the throat from various ranges before summarily choke slamming them into the nearest object. This things primary volley fucks. It hits like a truck, is accurate doing it, and will happily sit back and support or wade into the thick of the fight to brutalize any who would dare to challenge it. Truly one of God’s own prototypes.
- Marauder MAD-5T. This is one of my favorite ‘Mechs in the game, period… but I have to acknowledge that I don’t think she’s the best Heavy on hand. But man is she a nasty ripper for any given opportunity where you can support her right and really just thunder her straight down the middle into the enemy line. A true ‘my beloved’ machine. I shall quote the scriptures of my madness from the Marauder article upon this holy day, Ahem: All hail the rotary, the pulse and the targeting computer. Blessed be their name, deafening voice, blinding light and harrowing solutions. The 5T will take all comers and drag them kicking and screaming into death’s waiting arms. KNOCK THEM DOWN. GUT THEIR ENGINES. BREAK THEIR BACKS. KILL! KILL! KILL!!!
- Mad Dog MK III A. This is my favorite Mad Dog and it’s not close. The price, the effectiveness, the capacity for violence and the shear utility that a machine like this brings cannot be understated. It manages heat astoundingly while packing a lot of weapons on board with enough ammo for the SRMs that, should you choose, you can grab some specialty ammo to key in at just the right time.
- Nova Cat E. ATMs fucking kill people, and this thing has a lot of ATMs. It's tough, mobile enough to use, has the heat management to use its ATMs when and how it wants, and isn’t near as expensive as it should be for what I’ve watched it do in a punch-up. God this thing hurts.
- Flashman FLS-9M. This thing kills people. It is a machine that hates, held back only by the fact that it is not hard to figure out its game and to then play around it. It wants you to get near it, its power only grows when you do. If you think ‘oh, I’ll get under the minimum range of its HPPCs’ you’ve already died. This is an efficient, brutal, energy boat that just strides on towards its target until it arrives, or it dies.
- Sphinx 4. This is a 5/8 weirdo Cyclops that went on a diet to drop a few tons. Packing a pair of LPLs and 10 Heavy Small Lasers is enough to ruin anyone's day, especially as a near full armor 70 tonner. Add on that it doesn’t have a heat problem and only goes up 4 on a running alpha and you have a recipe for a ‘Mech that appears from a woodline, cuts something in half and then disappears again leaving the target a steaming heap of slag. All for the low low price of 1,952 BV. Man Clan Heavies get funny sometimes.
- Lancelot C. Do you like Clan Large Pulse Lasers? Do you want 3 of them on a 6/9 chassis with weird but semi-serviceable armor? Well the Lancelot C is for you. This thing kills people, it runs around the map with 3 TMM and no heat beating lights and mediums about the head and shoulders for the mere thought that they might be allowed to exist on the same board as it. He hates greatly and the Scorpion Empire thanks him for it.
- Orion ON2-M. Good cost for good guns, good armor, good survivability, good heat and good work is good. I use this thing a lot as a mainstay of my pickup game lists for the Reaches because it really is just a consistent brick of a ‘Mech that’s a pain in the ass to knock down. Love ‘em.
- Hound HD-2F. Look, it’s got a lot of random introtech and I don’t care. It makes it a cheap, useful, brick. When you’ve been out in the Periphery for long enough you start stepping on incredibly competent uses of single heat sinks by the people who have to make do and the Hound is one of those uses. This is a sub-1400 BV fully armored 70 tonner with 208 armor pips, an LB-10, a pair of LPPCs, an SRM4, and a medium laser for 1,389 BV. The only reason I rank this thing over the Orion ON1-VA’s 231 pips for that sweet sweet 1,328 BV is the presence of that LB-10. God I love LB-10s.
Nova Cat. Credit: porble
Lynn
- Flashman FLS-9M. I have to agree with Peri that you can't really find anything more violent than the FLS-9M at ~1,900 BV. It's killy, durable, and isn't abominably slow; just a very efficient package made possible by cheap IS weapons and overheating discounts.
- Nova Cat E. Speaking of budget-rate violence… there’s an awful lot of ammunition in this little fella, and sometimes it will simply explode, but unless it eats an ammo TAC it absolutely will kill its weight and more in BV. Plenty of ATMs, plenty of armor, and a CLPL to add just an extra dash of “screw you.” 4/6 is a little slow, but if there’s any kind of objectives in play this fella will get to HE range and will make you sorry.
- Mad Dog / Vulture Mk. IV C. A 5/8 60-tonner with a full load of Ferro-Lamellor armor is just a fantastic chassis, and I’m going to break from the ATM-love-fest a bit here to shout out that it has a configuration with two tar-comped headchoppers, backup lasers, the sinks to fire them, and enough ammo. The D has a higher damage ceiling at HE range, and is a bit cheaper in terms of BV, but the C can just kill you, accurately, from further out, in a way that the D can’t with its damage-scattering clusters.
- Nova Cat M. The C has gotten love on other lists, and it’s a very solid config, but I need to shout out the M, another mech which earned its way onto my lists by traumatizing me. It’s a lot like an E which trades off the range of Standard/ER ATMs for the powerful headchopping and crit-seeking potential of two LB 20-Xs and an SSRM 6. It’s not going to accomplish much beyond eight hexes, which is a touch of a liability at 4/6 speed, but it barely breaks 2k BV and is another mech which will just absolutely kill anyone who dares stand on an objective in its presence.
- Ostsol OTL-8M. This mech is very close to the platonic ideal of a Triple-Strength Myomer mech in my opinion. It’s got a pulse-heavy load of good energy guns (with enough flexibility that it shouldn’t need to fire its PPC within minimum range to control its heat), moves 6/9 base and 7/11 once the heat’s on, has a big enough engine to hide all its heat sinks, throws two one-in-six chances to stave in a mech’s head once the heat bumps its punches up to 12 damage, has decent armor (though the curse of skinny Ost arms means that neither of its arms are gauss-proof, meaning you might be forced to fall back on its 24-damage kicks), and doesn’t even cost all that much in the way of BV. Heck, it even has an ERML (5 heat) and an LPL and PPC (10 heat each) as part of its firing patterns, so it can easily shift to absorb extraneous heat from engine crits. I have killed these before they made contact with me in the past, but if you’re careful on the approach, this thing will rip and tear the moment you win initiative.
- Black Python Standard. I have been sufficiently convinced that Jumpy Pulse loses the damage race to things like ATMs, heavy lasers, and heavy PPCs on a pure BV-to-BV basis, but there are times Jumpy Pulse can accomplish things nothing else can. The Black Python is one of the purest embodiments of everyone’s fears, with its Clan-grade weapons, targeting computer, solid 5/8/5 movement, and thick 75-tonner armor. If there was an IJJ variant that didn’t fuck up its heat curve like the White Raven 2 does, I’d rate it higher than the standard, but as-is the Standard rules its proverbial roost.
- Thunder THR-1L. I’ll admit I’m mostly trusting others on this; I haven’t fielded it or fought against it yet, but it looks rude as heck for the price.
- Lancelot C. Prior to playing against this little guy, I thought it was funny but probably not as effective as it looked. Now that I’ve faced it, I can say that it’s honestly kind of a monster. Its armor is a bit thin and oddly laid out (though it’s basically immune to being backstabbed, which is nice on a mech that can flip its arms), but three CLPLs moving 6/9, on a mech over 300 BV cheaper than a Rifleman IIC, is just mean. It’s cheap enough you can afford to shove bigger threats in your opponent’s face to take heat off of it, and it can sling 30 accurate, long-range, heat-neutral damage all day long.
- Orion ON1-MA. My typical Orion of choice, the 1-MA isn’t flashy, isn’t specialized, but it’s just broadly good-enough at everything, with solid, reliable guns at every range bracket, a thick armor coat, and decent 4/6 speed. It doesn’t break the bank, either, at 1,501 BV.
- Crusader CRD-7W. This mech is the budget-est of budget Inner Sphere versions of a flexible missile spam platform. This thing packs in just as many Artemis-boosted MML tubes as the Longbow 13C, at the same speed, with three pips more armor(!), longer-ranged backup weapons, and fists, for 176 BV cheaper. Its ammo distribution is less efficient since it mounts two different sizes of MMLs, and it craves explosions even more with ten full tons of ammo stuffed into its body across arms and side torsos, and at the end of the day it's still very much the poor woman's Nova Cat E, but I am not rich and the Nova Cat E can't load Infernos or Smoke or Thunder (or Tandem-Charge if you're nasty), so really, who's to say which is the better mech?
Black Knight. Credit: Rockfish
Scotty
- Vulture Mk III A. This is probably going to sound weird, but this little guy is one of the most efficient ‘Mechs in the game, bar none. Thanks to its combination of heavy ballistic primary guns and extremely efficient and numerous secondary guns, it stays cheap as hell (1880) and puts out a hell of a lot of damage doing it. The Clan Ultra AC/5 does enough damage at good enough range and good enough heat while being heavy enough you can't blow your whole allowance on sweets (Clan MPLs) and get sick. The absolute picture of a workhorse that will always pull through.
- Nova Cat C. This list sponsored by the Clan Ultra AC/5 Committee. Where the Lights list was dominated by actually factually broken chargebots, budget missile delivery systems, and horrifically direct strikers and the Mediums list was dominated by literally the exact same thing but bigger, the Heavy list is going to be dominated by cheap bricks that have been creatively carved in the shapes of ‘Mechs, and then festooned with the most efficient guns you can find.
- Doom Courser A. Quads have been hit and miss (mostly miss) for the entirety of BattleTech’s existence. This one hit. The base chassis is incredibly solid, and the A packs on two of the standout guns available: Large Pulse Lasers and ATM 12s. However expensive you think this thing is, it’s cheaper than that.
- Ebon Jaguar F. This is the most expensive ‘Mech on this portion of the list, by a fair amount. It’s also probably the most individually dangerous, befitting the cost. Targeting Computers and ER PPCs aren’t cheap, and the heat curve on this thing is sublime. ATMs are present on almost half of my Top 10 here for a reason. Insanely flexible high damage and low heat. This ‘Mech has flaws (like the armor on the arms) but in my experience it makes up for those flaws by vomiting very accurate damage at anything it can see.
- Warhammer WHM-7A. Inner Sphere ‘Mechs actually compete pretty favorably with Clan Heavies, in the sense that Clan Heavies are almost universally too expensive and Inner Sphere ‘Mechs frequently aren’t. The Warhammer 7A is a serviceable standard engine ‘Mech with solid long and short range brackets and the heat sinks to handle either one of them efficiently. Good show.
- Orion ON1-VA. An IntroTech ‘Mech? On my Top 10? It’s more likely than you think. This brick is the cheapest max armored 75 tonner in the game. This is, completely by itself, enough to put it in the top 10 Heavies in the game.
- Nova Cat E. It’s not a mistake that I keep putting two configs from the same Omni on these lists. Sometimes the most efficient platform on the weight class is just absolutely definitely the most efficient platform on the weight class. This flavor of Nova Cat loves ATMs, and hell, same.
- Rifleman RFL-7N2. Sometimes you just need a cheap pair of LB-10Xs. These ones are real cheap. Mmmmm.
- Black Knight BL-18-KNT. Sometimes you need things that aren’t cheap. This thing ain’t cheap, it’s almost 2600 BV, but it’s a pile of Clan lasers with Clan Doubles and solid armor and by God it will rip something apart and it will do it with a quickness. It has a level of hate in its heart that you normally only see in Clan Assault ‘Mechs.
- Loki Mk II T. I debated really hard between this and the C config of the same ‘Mech. This one won, because it was slightly faster (Supercharger), and it carries an incredible amount of hate in its surprisingly cheap and accurate heart. Peaking at 70 damage is actually lower than some of the others on this list but it’s still high and it does it at under 2100, which is quietly kind of insane.
Black Python. Credit: Valk
Valk
- Flamberge Prime. The great-granddaddy of the Jade Falcon Bird Up design program is just as disgusting as his progeny. It’s not as agile as its descendents came to be, but it’s still an infuriating 6 jump, max armor 70-tonner that’s double-fisting twin Clan MPLs in each hand and backing it up with paired ATM 6s and paired SRM 6s, each with their own ammo bin for alt ammo fun. Sure, only having two tons of ATM ammo means you can’t bring one bin of each flavor, but you can at least get the ones that matter (HE. You want HE.).
- Nova Cat F. The “F” stands for “fuck this thing.” The Nova Cat and Night Gyr are designed to fill a niche that the late-Invasion Clans were lacking, and that was big bricks of armor that don’t necessarily move 5/8 but carry enough guns to win damn near any stand up fight. The Nova Cat F dares to ask “okay, but what if we decide to not go slow?” and straps 6 Improved Jump Jets on so it can fly around the battlefield hosing you with 3 MPLs and 2 LPLs, all tied to a targeting computer and enough heat sinks to keep it mostly cool. Its sole downside is that it’s nowhere near as cheap as the Flamberge or Nova Cat E, the latter of which everyone else seems to have already handled.
- Black Python. A 75-ton 5/8/5 Clan ‘Mech boating pulse lasers with a targeting computer? Daring today, aren’t we? I hate how good this thing is, because it looks cool as all hell but I can never bring myself to use the standard model out of fear of becoming That Girl. There is a heavy large laser variant, the Black Python 3, but that one drops the 5th jump jet just to spite me, so I continue to admire the standard variant from afar.
- Rifleman IIC. I’m 95% sure I built this exact thing in Armored Core Master of Arena back in 1999. It’s 4 Clan large pulse lasers in flippy arms on a 3/5/3 with a standard engine, standard gyro, and max armor, at just over 2300 BV. When people ask why I don’t like playing with Floating Crits, this goddamned thing immediately comes to mind, because it’s stuffed to the absolute gills with Clan DHS to plink off of instead of anything important. About the only thing keeping it off the top of this list is that it’s slow, but it’s going to absolutely murder the hell out of something before you drag it down to hell where it belongs.
- Mad Dog Mk III C. Eight Streak 6 launchers. EIGHT. Apparently the Ghost Bears keep more ancient Terran games alive than American football, because this is just 40K Ork Simulator 3109. ‘Old on, I gotta nutha’ roll.
- Night Gyr D. This is a Bane 3 stuffed into a heavy ‘Mech chassis like the Edgar skin suit from Men in Black, but it’s also carrying a couple Clan pulse lasers because it’s very angry about not being allowed to bulk up. You don’t get the same amount of missiles in sheer quantity, but the Artemis IV strapped to every launcher helps even it out on the accuracy end. Also, it jumps, because bird.
- Ebon Jaguar H. I was on the fence about whether to include this variant or the F variant, but in the end, my heavy laser bias won out. As with the others though, there’s a gimmick. The EJ-H has the typical heavy large laser in one arm, and a couple of heavy mediums in the other, backed by a medium pulse laser in the left torso for when you get really tired of the targeting computer not doing its damn job. However, the actual appeal here is what’s in the right torso: an Ultra AC/20, which is also tied to the targeting computer. It’s the “Whatcha got there?”/”A smoothie” meme, somehow manifesting as a Clan OmniMech that’s going to poke at you with the heavy large and then absolutely murder you the moment it gets within 4 hexes.
- Barghest BGS-3T. Aww, puppy! This is the ‘Mech that made me switch my Great House allegiance from Kurita to Steiner. It has two guns: an ER large laser and a heavy gauss rifle. The ER large is basically an afterthought, and while a lot of people say “the HGR sucks, you only get the 25 damage within 6 hexes,” I will counterargue “okay, but I can now do 20 damage out to 13 hexes.” It is peak HGR platform, being maximally armored and a quad heavy. Being a quad gives it two very funny abilities relevant to optimal HGR use: it gets a native -2 to all PSRs as long as it has all 4 legs, and it can grab partial cover and effectively turn half of all confirmed hits into misses. You can cart the HGR up to optimal range and then let loose with almost zero fear of getting knocked on your ass, sidestepping when necessary to keep targets in the sweet spot, or hang out in cover and lob 20-pointers at people from most of a mapsheet away. If you’re really feeling spicy, you also have enough MP to sit on a hill in woods, drop prone on purpose, lob said 20-pointers at people with no prone modifier while they tack on an additional +1 TN against you because you’re prone, and then pop back up, change facing, and drop back down next turn without ever needing to make a PSR to do so because quad. Who’s a good boy?
- Lao Hu LHU-2B. There’s a lot of love for the Thunder on this list, and with good reason, but I’ve always been more partial to his younger brother. The Lao Hu is effectively a Thunder that hit the gym and didn’t skip LRM day. The AC/20 being swapped for an LB-X model means you lose the ability to lob precision ammo, but you now have a premiere bodyguard unit for those annoying Stealth Armor designs that the Capellans have a million of once the timeline ticks over to the 3060s. It’s fast enough to stay on top of skirmishers, but it’s also got decent enough ranged weapons that it can contribute to the fight until someone’s dumb enough to try and run up on your snipers. It’s exactly 300 BV more than the Thunder, but it’s very much worth that premium in my eyes.
- No-Dachi NDA-2K0/Thunderbolt TDR-60-RLA/Ostsol OSL-6D. I’m very much cheating here by cramming all three of these at the end, but it wouldn’t be a Valk list without some kind of triple-strength myomer fuckery going on, and I really can’t pick a “best” out of these because they’re all covers of the same song. They’re various flavors of 5/8 heavies that are boating energy weapons and some kind of targeting bonus on most of them to offset the fact that you want to be at 9 heat all the time. The No-Dachi has a sword and looks like a Power Rangers villain while carrying a C3 slave, the Thunderbolt jumps, and the Ostsol has a bunch of pulse lasers and a targeting computer. They will all beat the absolute hell out of whatever poor bastard couldn’t outrun it, then either punch its head smooth off or shatter their shins. Fight all three at the same time while using Floating Crits and you’ll want to burn a copy of TacOps in protest.
Next week we'll return with the assault mechs. I'm curious about whether the trend of increased variety in choices as weight goes up will continue.
Have any questions or feedback? Drop us a note in the comments below or email us at contact@goonhammer.com. Want articles like this linked in your inbox every Monday morning? Sign up for our newsletter. And don’t forget that you can support us on Patreon for backer rewards like early video content, Administratum access, an ad-free experience on our website and more.
Thank you for being a friend.