Recon by Fire: Equipped with two Artillery attachments, and two Spotting attachments. (2Ra+d8/2Y/2W) This design can reach out and touch most of the table -- in one way or the other. Camp it out in a shooting blind at the beginning of the game and start wreaking havoc. This archetype was created by Malcolm Craig.
The Charger: It carries one Direct Fire attachment, one Hand-to-Hand attachment, one Defensive attachment, and one Movement attachment. (2Rd/2Rh/1B/1G/2W) Like many other designs in MFZ, this is a front line combatant. I originally conceived of this Archetype as the "samurai". He has a Yumi (2Rd), a Katana (2Rh), armor (1B), and a horse (1G). Tactically you use this mech like the Closer, ditching systems as you take damage while making your way to your opponents Station. Unlike the Closer, you can ditch the systems in the order you want -- rather than in the specific order dictated for the Closer.
The Binary: This design has one Artillery attachment, one Defensive attachment, one Spotting attachment, and one Movement attachment. (2Ra/1B/1Y/1G/2W) The Artillery version of the Soldier. This mech works best in pairs. Stage each mech (Direct Fire +1) units apart from each other. This allows each mech to spot for the other as they work their way through the battle field.
Soldier Variants
Improved Soldier: With the addition of one SSR, the Soldier now has an upgraded punch.
Super Soldier: The Super Soldier should be a frontline striker, using his two SSRs on opposing mechs with big, juicy Spot numbers.
Mega-Soldier: You can use the Mega-Soldiers three SSRs one at a time to give it an extended punch. Or, you can use them all at once to make sure that dangerous opposing mech gets hit hard and stays down.
Mecha Design & Tactical Doctrine 3
Mecha Design & Tactical Doctrine 2
Mecha Design & Tactical Doctrine 1
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