Just unload. It won't overheat. When the bays are empty focus on physicals.
When the ammo on the Jagermech is empty it will no longer have a means to
respond to weapons fire past 9 hexes .
At that point unless the Wolfhound has lost it's Large Laser all it has to do is
WALK to keep out of range of the Jagermech's medium lasers on the turns it looses
initiative ,and WALK to 10 hexes away to fire it's Large Laser at medium range when it
wins initiative . The same thing is what makes the Phoenix Hawk so good against
mechs that can't reach past 9 hexes .
On the standard maps there are only a few places the Jagermech could hide to try to force
a close range fight , but all the Wolfhound has to do is run out away from these spots
and torso twist to fire the Large at ranges the Jagermech can't hit it . The hills just aren't
long enough to prevent the Wolfhound from running around them faster then the Jagermech
can limb them .
Once the Jagermech is out of ammo ,it's DEAD if it hasn't taken out the Wolfhounds Large Laser
or done something to severely effect it's mobility .
( Unless the person playing the Wolfhound is either a newb or REALLY bad at this game)
If an undamaged mech moving at 6/9 doesn't want to get caught by a 4/6 on the standard maps then
it won't be .