I think that perhaps because the name of the mech is " Charger" to many
people think the mech should be used for charge attacks .
It's easier to do ALMOST as much damage as a full distance charge by
firing all the Charger's small lasers and following that up with a kick .
A full length charge is 56 points, max damage from 5 SL and an 80 tons kick is 31, or 55% of your damage from a charge.
If you succesfully kicked the Hunchback on a previous turn and you land another
kick you have a 50% chance of taking off a leg from the front or back , and if you
feel it's worth the risk to get in the side arc of the damaged leg and land a kick
the Hunchy's down .
The Hunchback only has 4 points in each rear side torso so punching could be
better then kicking in this case .
"Victorious warriors win first and then go to war, while defeated warriors go to war first and then seek to win" -Sun Tzu (the original, not Liao ;))
I see alot of ifs. If I got a kick in last round, If I can get a backshot, If, If, If.
That relies on luck. On winning initiative and being able to close to melee range even if the Hunchback backs up, and still having TMM high enough to have an even chance of not taking the AC/20 blast. This one I'll grant. But because a Charger is an AMINO (Assault Mech in Name Only), it can't tank very many AC/20 hits before it starts hurting, any to the arms are immediately internal and the head is an instant game over. If you are that close, then he at least has had some time to take high TN pot shots at you with the Medium Lasers. Weakened armor before you step into the face of an alphaing Hunchback is never a good situation. >:D
Next turn, you assume you win initiative again. This is where I start to have issues with the Charger boosters. For starters you assume you took no debilitating hits from the Hunchback getting next to him. And even if you tanked the AC hit if one landed you assume you made the PSR, AND stayed standing from the likely kick the Hunchback replied with. Again assuming you make all the needed rolls on your side, always a good recipe for the Lady Luck to bend you over the table, and the Hunchback is one mean dildo in Her hands if she does.
But say you do, unless you are standing in exactly the right hex and orientation you need two turns of manuvering (and wining initiative) to get around behind the Hunchback that isn't restricted in mobility (damage, heat, terrain), and besides that assumption of hot dice, that gives him another point blank alpha strike. And those right hexes? If he is reading the map decently he might try to run your route around him through MP eating terrain, buying himself an extra turn of fire.
Also I haven't had one Charger supporter ask this question. You get next to the Hunchback and don't put him down. Next turn you
lose initiative. #P What is your reaction then? I tried gaming it out, and even at full speed I can't see how the Charger keeps out of medium range, though if you blow by him at full speed (assuming an offset to one side setting up the curl around you want for the back) you can at least force him to run to keep you that close.
A Hunchback has a simpler strategy, keep you no closer than three hexes (your SL is not worth the extra damage the Charger will be able to dish out), and when initiative is lost fall back if at all possible. You both get stronger the tighter the fight, but your strength rises much faster than his.