Hello all,
I have actually been out of the game for a little while (college and work / life getting in the way) and am slowly coming back (as we all do). Anyways over the past month I have played six games and been more active here on the boards. Cutting to the chase I wanted to do a fast write up on one of my favorite mechs, and one that has been present in all of the games I have played recently sans one; The Enforcer ENF-4R. I don't want to get into a "mech of the week" article. But rather share my experience with its use, good pairings, and effective strategies for the mech. If you all would like to share your experiences and strategies that would be great!
The Enforcer is a proverbial brick. I greatly enjoy its use because of its varied, yet simple armament that works well. It has thick front armor, all of its weapons fire forward, it jumps, and it is relatively well sinked. My use of the Enforcer always pairs it with a buddy or multiples. While not my preferred mech for a "duelist" approach, the Enforcer works quite well as a wingman or member of a lance. For the base '25 era units I think it was quite well designed. It has two heat sinks padding its right torso ammo bin, with 10 rounds for the AC, other than that, nothing goes boom. Personally I like to have at least half (preferably more) as energy based weapons. AC's and LRM's are nice, but only when backed up with PPC's and Lasers. A lot of people whine about the limited ammunition stores of the Enforcer, and Sarna even lists it as the designs single greatest flaw. Personally, I actually like the fact that it only carries 10 rounds for the AC.
Your mileage may vary, but for me, by the time the Enforcer is down to a few shots for its cannon, it is pretty well screwed up armor wise. At this point in time, any ammo you have left becomes a liability and not an asset. This is my problem with many of the designs of the era, there is just too much to explode. I haven't lost an Enforcer to an ammo explosion yet, and never felt like I could really use more Autocannon shells. Sure, you have to pick your shots a little more with this beasty, but if you are smart and aren't chucking 10 point slugs down range at 12 to hit, you should be fine. Oftentimes the AC will get critted out by the time I am down to 2-3 shots. Additionally once the AC ammo is gone, or dumped, your mech is effectively a zombie, not a high damage dealing zombie, but a zombie nonetheless.
Ive found good use for this mech as either an anchor (in medium and light lances) or as the support to a heavier anchor mech. The Enforcer provides powerful mid range punch to support the anchor's heavier firepower, and can often get off a lot of shots while being ignored due to its proximity to a bigger nastier unit. If the heavier unit its buddied with starts taking too much fire, you can move the Enforcer out and play distraction. It usually has the armor to hold. This tactic works best when supported by a missile mech, and a fast backstabby flanker unit.
By anchor I am referring to a mech that "anchors" your force, not a specific mech designation. ;)
Love to hear what you think about the Enforcer, what it pairs well with, etc.