'Mech of the Week Update: ARC-* Archer(The original article is here.)The
Archer, along with many of its brethren from that first generation of 'Mechs, is a living legend to both the players and the characters of BattleTech. A very old BattleMech in the history of the game, dating all the way back to 2474, the
Archer has been in this game from the beginning and was on the battlefield a mere thirty-five years after the
Mackie. It's also had the distinction of being the chosen machine of not one but two of the 31st century's great mercenary commanders, Morgan Kell and Jaime Wolf. Originally intended to function as an assault 'Mech, time has withered that to "only" a heavy's status but the design's purpose of pounding the enemy from afar remains intact. It became enormously popular with the average MechWarrior for its toughness and firepower, with over a hundred thousand of the ARC-2R original built before the beginning of the Succession Wars, and its popularity continues even after the Jihad. As time has gone on, a number of variants and upgrades have appeared, from the old tinkering that led to a number of variants during the Succession Wars to the latest and most advanced
Archers to appear in the field. The 'Mech is also one of those known as the Unseen, the 'Mechs based on non-BattleTech imagery that were later replaced with the Reseen, revealed in that brief, shining window when everyone thought the matter was finally laid to rest, and then Unseen again. Its publishing history is long, with appearances in TRO3025 and TRO3039 for the originals, TRO3050 for the Clan era upgrades, TRO: Phoenix Project, as one of the Royals in Operation KLONDIKE, and finally a brand new generation of
Archers for the late Jihad debuting in TRO3085. But enough of history, be it fictional or publishing. Ladies and gentlemen, I give you the
Archer!
The original
Archer known to all old-time players of the game and beloved to many is the ARC-2R. The model built by the tens of thousands before the Succession Wars alone, this simple, reliable, effective design and its capabilities still act as one of the benchmarks some people turn to when they design LRM 'Mechs. At 70 tons, it falls into the upper half of the heavy weight class and is comfortable there as long as someone doesn't confuse it for a short-range powerhouse, something it definitely is not. The technology was standard for the late Age of War or Succession Wars, standard everything, with a 280-rated VOX fusion plant driving the 'Mech at flank speeds up to 64.8 km/h for the standard 4/6 movement curve that most of the heavies of the period used. The armor was thick, 9 points shy of maximum, and the arrangement was done very well overall. An AC/20 won't even strip any forward location while the center can survive a double tap from a Gauss rifle with three points left over. The rear CT, another very vital location, has 10 points, and the rear sides have 6, enough to take an IS MPL. What really defined the
Archer more than anything else, though, was the armament. Each arm boasted a medium laser while two more faced rear from the center torso to deal with any flankers. The main punch was provided by a pair of 20 tube Doombud LRM launchers, one in each torso, carrying the now-standard 12 shots per launcher. With only ten heat sinks, an
Archer ran hot, but a lot of 'Mechs did the same thing in those days, and it was
nothing compared to luminaries like the
Rifleman or
Marauder. With the reach and flexibility of LRMs, the
Archer became a beloved and reliable member of many heavy and fire support units. It needed help up close but had the armor to survive someone trying to end an LRM barrage by the expedient of destroying the units responsible. This is one of those few Introductory-level units I'd put on a short list to take against the Clans or into the Jihad when I feel the need. It's that solid.
TRO3025, the grandfather of publications such as the recent TRO3085, stated on the subject of
Archer variants, "The many modifications to the
Archer design over the centuries could themselves fill a book." Considering the number of variants that we can confirm existing then and the way they've continued to proliferate since, I'm not inclined to argue the point. Three variants other than the original ARC-2R date all the way back to TRO3025 although the book itself suggests that there may be two more, a point I've been unable to verify. (The ARC-2Rb apparently predates the Amaris Civil War but, as a Royal 'Mech, may not have been known or at least publicized at the time of TRO3025's publication by ComStar. All the others apparently postdate the book's in character publishing date.)
The most extensive of these variants is the ARC-2K of House Kurita, with a number in service with the KungsArme. The Kuritans went ahead and removed all of the 'Mech's weapons along with two tons of armor. Frequent readers of mine probably don't need to be told this but I could wish they'd been able to find a better way to get two tons. The LRMs were replaced by FarFire 15-tube models. The rest of the tonnage went into a pair of large lasers (one in each arm) and two more heat sinks. Despite the better range overlap, I
really don't recommend alpha strikes unless you have a near perfect shot. The armor itself is still thick over the 'Mech's vitals, with the side torsos passing the AC/20 test. Running the heat scale up is all well and good but a +14 spike (not counting movement) isn't something to be done casually. The ammo endurance is better and the firepower when it's not tossing LRMs down range is also better as well as more flexible but I'm not sure it's worth the loss of armor and LRM power. On the other hand, I tend to be a little more conservative than some of my fellows, and Mongoose is correct in his assessment that aggressive operators will find it a welcome unit.
House Steiner and Wolf's Dragoons opted to do something a bit different to improve short-range power. The lasers are intact but the launchers were replaced by a mixture of two 15 tube LRM launchers and a pair of quad-tube SRM racks, with 32 rounds of LRMs (4 tons) and 50 rounds of SRMs (2 tons). Those of you expecting infantry or tanks, I suggest bringing Inferno rounds. Pretty decent overall even if it does seem like a
Crusader knock-off and I prefer it to the Dragoons' solution. Instead of downgrading the launchers, the Dragoons simply yanked the rear lasers and three tons of armor to install a pair of SRM 4s sharing a single ton of ammo. Kind of predictably, the new ton of ammo is in the center torso. I guess they don't like salvaging their 'Mechs? The armor reduction was mostly felt on the limbs, although the drop from 33 points to 22 on the CT is something that has to have made its mark as Gauss rifles got more common.
With TRO3050 came a great many sins against 'Mech kind. The ARC-4M
Archer built by the Free Worlds League wasn't one of them. Oh, no, not at
all. In a tome of LosTech horrors, the ARC-4M is a shining example of a LosTech upgrade done exactly right. Start with the ARC-2R. First, upgrade the heat sinks - 10 freezers is perfectly sinked for the 18 heat and 2 running from a forward barrage, a wonderful feeling for every ARC-2R driver who ever lived. The launchers had Artemis IV fire control suites added. Those of you pointing out ECM need to remember this is 3050. The ECM suites that seem to be growing out of the ground like weeds sometimes today (especially amongst the Cappies) need to remember that the electronic warfare environment was a lot less populated back then, although there's some to be found. Another ton went into CASE for each torso, making this one of the more highly survivable 'Mechs around although if it loses both sides, a quick retreat is definitely in order. The remaining half ton was invested into another half-ton of armor, one whole point shy of max. All of the armor wound up on the legs, enabling them to pass the double Gauss test. The old Star League Royal ARC-2Rb
Archer featured in Operation KLONDIKE is very similar save that it replaces one of the rear-facing lasers with another ton of LRM ammo in the left torso. Mercenaries and regular units alike will be quite pleased to acquire one of these
Archers and, thanks to the deal struck by Hanse Davion and the false Thomas Marik, the ARC-4M can be found in a lot of places. The ARC-2Rb is limited to the Royal Regiments of the Star League Defense Force and scattered among the various factions involved in the Pentagon Civil War and the Clans, so you're not going to find as many of them, but given their doughty nature, I wouldn't be surprised if one was pulled out of a Brian Cache in the Jihad.
The ARC-5R
Archer was built on Satalice by Gorton, Kingsley, and Thorpe Enterprises for the Free Rasalhague Republic. If the ARC-4M is the successor of the ARC-2R, the ARC-5R is the worthy continuance of the ARC-2K's line. Just like the ARC-4M, it uses endo-steel bones to free up 3.5 tons and upgrades to double heat sinks. The FarFires put in another appearance but are coupled to Artemis IV fire control modules. CASE was added to keep ammunition explosions from being a lethal event for the 'Mech. The lasers were upgraded to extended-range Victory Nickel Alloy models that reach out almost as far as the missiles do, although their heat load is considerable. Another half-ton of armor helps a lot, too. Generally, this is a well-rounded member of a fire lance, lacking a bit in bombardment power compared to the ARC-4M but solid and capable as long as you watch your heat. This thing runs almost as hot as the ARC-2K did on an alpha-strike. I recommend firing one laser and both launchers, cycling a launcher out as necessary to control movement heat. Switch to the lasers once your ammo is out or on low probability shots.
The ARC-5S from Hesperus II is a much more nebulous beast. I'm not quite as inclined as Iron Mongoose was to ridicule it but that doesn't mean I'm giving it a pass, either. An XLFE was used instead of endo-steel or even ferro-fibrous, saving more tonnage than either one might have. If only it had been used a little better! The LRMs are again 15 tube models, fed by two tons each, but the SRMs were replaced by Streaks. Perversely to modern eyes, they're fed by two full tons of ammo, and even back when they could use Infernos, this really wouldn't be my first choice. The lasers were replaced by pulse versions, a change I'm not necessarily against, but I could use four tons to get endo-steel instead of that blasted engine and gleefully lose a half-ton of armor to do it! Worse, some genius put Narc on here. Ignore that line about it enhancing the Streaks in the TRO3050 description. It doesn't. With only six shots, it's really only useful once you get close enough to guarantee hits. Well, fine, you've got the weapons to do some good there (some, not a lot - the CT lasers are still facing aft, although they're going to do a great job of convincing jump-happy backstabbers to pick on someone else), but your ammo endurance on the LRMs is
higher than most LRM boats, not lower. These aren't Clan LRMs, either, so the minimum range is a pain in the neck. It has some uses, but this really isn't a platform that benefits very much from Narc and unlike the ON1-M, it's not really a design that needs to get in someone's teeth or has many beneficial outcomes from doing it. On the plus side, CASE means you can salvage the 'Mech after an ammo explosion while double heat sinks keep the 'Mech's heat well under control. Looking at this, you really can understand how the ARC-4M got so popular, can't you?
The ARC-5W is another cousin of the Steiner model du jour, built for the Dragoons by Bowie Industries at at least one of their three plants. The XLFE is still here. The double heat sinks and CASE are, too, thankfully, which are good things with no less than eight tons of ammunition loaded onto an ARC-5W. This time around, the armor wasn't reduced from the -2R's benchmark 13 tons. Instead, the lasers were removed entirely. SRM 4s were installed in the arms along with a single ton of ammo for each launcher, while a Narc launcher is placed in the center torso. At least this time it has 12 rounds instead of only 6, although I still think this is really not a good candidate for Narc duties, even the inner-tier second-wave Narc work like the ON1-M does. The SRMs will benefit, though, which is a small blessing. The lack of any energy weapons
at all is not really calculated to make anyone happy, although you've got enough ammo for a normal combat engagement. It does make one wonder if the Dragoons are really mercs, who traditionally favor energy weapons to avoid the cost of ammunition. Of course they aren't exactly mercenaries - we all know that now - but it would have stuck out as being a bit odd at the time. I wonder if there's some cross-pollination with the
Summoner (that's
Thor to Spheroids) and its B configuration, which is very similar aside from the use of AMS instead of Narc.
In the old scenario pack about the Second Battle of Twycross, another
Archer was included that found itself added into RS3085U Project Phoenix, a mixed-tech model that did a simple yank and replace of the weapons for their Clan equivalents (ERMLs in the case of the lasers). Thanks to this, it's 10 tons under weight (not strictly illegal in this day and age if still kind of odd) and without any changes to the heat sinks, the 'Mech kind of mixes the ARC-2K and 2R together thanks to the power of the Clan ERML. Based on Brian Cache relics quickly turned around and issued to second-line units and solahma, I include this model mainly for completeness. Considering that we've since had the ARC-2Rb revealed and Clan units sometimes use Star League hardware, I'd probably go ahead and break out RS:Klondike and go to my Star League happy place, personally, but it does exist.
Those designs soldiered through the Clan Invasion, Operation Guerrero, and into the Federated Commonwealth Civil War, with at least the Taurians building some ARC-2Rs of their own at New Vandenburg. Finally, though, came the birth of the Reseen, FanPro's attempt to republish some of the classic, beloved designs of yesteryear with new designs that were entirely owned by them (or at least WizKids) instead of being licenses from someone else. I won't go into that whole mess here, but the
Archer's redesign was a bit leaner and a little more aggressive looking. Overall, I really have no preference between either of them.
The "show floor" model of the new Reseen
Archers was the ARC-8M. Built on the same endo-steel bones and featuring the same basic layout, the ARC-8M is a somewhat more staid take on the ARC-5R. Instead of two ERLLs, only one was used, replacing the center torso lasers. The arm mounts were upgraded to the League's signature Diverse Optics ERMLs. To free up the tonnage for the upgrade, the launchers were downgraded to 15-tube Delta Dart models, fed by the same two tons per launcher guarded by the same CASE system. Three tons obviously went into the laser itself. Another two were spent on heat sinks, so the entire long-range array is perfectly sinked with movement heat while the full barrage from the lasers is only +3 before movement. Even if someone manages to fry both side torsos, the ARC-8M can still fight its way off the field with the center torso and head mounts, giving it an incredible survivability under fire for an already tough 'Mech. The final ton went to a cockpit-mounted ERML, the smaller one underneath it on the artwork. Built for the Word of Blake by Earthwerks on Calloway, I hope the design specs were saved, because this is really a rather nice design that would serve the pieces of the Free Worlds League nicely. At least two Level IIIs (ComStar or the Word’s answer to a battalion) worth were shipped by the end of June 3067, so I expect there's at least a couple in the Republic Armed Forces and other forces (which would be a lot of them) using Blakist salvage.
At around the same time, Defiance Industries and their counterparts at Bowie Industries were taking another look at the ARC-5S. The result was another ground-up rebuild, not just a facelift and a few weapons changes. The bones are now endo-steel with a light fusion engine. As a later comment published by the BattleCorps MilSpec fiction notes, the LRM 20 with an Artemis IV module is very successful and very similar to the ARC-4M, with the standard 12 rounds per launcher. The Streaks make another appearance in their glorious 100 round excess. I gave the ARC-5S a partial pass for that because it was back in the old old days (as in before the BMR Revised at the least) when they could load Infernos. By the time TRO Project Phoenix was published, that was out the window and the bizarre 3050s fetish for Streak 2 launchers whenever and wherever had similarly dropped off the face of the earth (and there was much rejoicing). The designers also felt the need to spend a half-ton of armor on one lousy point for the center torso although, honestly, there's not a lot of other things to spend a half-ton on once CASE is in place, so eh. At least we do have some medium lasers nestled in the center torso. Overall, it's not bad, but I'd rather have an ARC-4M or at least some sort of substantive improvement to show for the use of that light fusion engine.
At the same time the Lyrans were fumbling toward trying to reinvent the ARC-4M, the Capellans were pushing their own bold new experiment, the ARC-7L
Archer, also known as the stealth
Archer and "Stumpy". You'll see why. The largest change is probably the reduction in speed, a prelude to the later ARC-9M from TRO3085. With a 210-rated fusion engine, this is the slowest
Archer at only 54 kph although three jump jets help a bit. A Guardian ECM module was installed to power the second major departure from tradition with tradition, the installation of the new Capellan stealth armor. At 12.5 tons, it shaves a bit from the arms and center torso compared to the ARC-2R but is still quite well protected. A pair of 20 tube launchers was retained, fed by three tons of ammunition per launcher, enabling either a 50% increase in fire duration or the use of special munitions. Thunder-Augmented is a popular and inhumane choice with the Capellan fans out there but there are some others to consider depending on the situation. The lasers moved to an over-and-under mount around the cockpit, one in the head and other in the center torso. The reason I called it Stumpy up above is the literal stump of a left arm. The ECM module is stuck out here, more or less hung out to dry (I remind you that if the ECM is destroyed, the stealth armor blue screens). Unfortunately, the only other choice is either putting ammo out there or a laser, so this is kind of a zero sum game because the ARC-7L is crit-packed. However, as odd as it might be, it's certainly effective and the CCAF is getting their money's worth out of them, I imagine.
The Taurians were also tinkering with their own model at Vandenburg Mechanized Industries, a wild departure from the typical
Archer-dom that appeals to madmen, lunatics, and overaggressive Peripherats everywhere. (Liam's Ghost
had a colorful, amusing commentary on it last time around.) It forsakes fancy new technology for the Marian-pioneered rocket launchers, a technology with roots in eleventh century China. A lot of rocket launchers. They started with the good old ARC-2R, then stripped the center lasers and all the missiles. Ten more single heat sinks went on. Believe me, it needs them. The arm mounts were doubled up, so you have four medium lasers. The side torsos were packed full of RL-20s, four on each side. The rear is now guarded by a pair of ten-tube rocket racks. They could have gotten more rockets in with RL-10s, sure, but as it is, this thing is apparently delightful if you have the right mindset and certainly packs one hell of a wallop. The armor is maxed out (including, once again, a whole half ton for one lousy point - the madness here demands more rockets, not another point of armor!), but the lack of explosive ammo makes it even more appealing. It's the one and only
Archer zombie, made of crazy. I really hope they aren't entirely replacing their ARC-2Rs - like I said up above, that's a damn solid piece of machinery - but some ARC-6Ws with their charming insanity are nice to have around. Besides, judging from the Concordat’s foreign policy lately (which appears to be “Rargh! Hulk smash Davion!†even dealing with the Fronc Reaches), it’s about their style of crazy.
Another generation of
Archers made the rounds with Record Sheets: Phoenix Upgrades, which introduced the Unseen to some of the new toys from Total Warfare (or at least moving into tournament-level rules, what the old-timers called Level 2). The
Archer received two different models, one of them kind of interesting and the other, well, let's start with it since the numeric designator is lower. It's the ARC-7S. Steiner hasn't gotten an
Archer right since the ARC-2S's
Crusader-ish glory back in the Succession Wars, honestly. They didn't start doing it here, either. It's a lot like a reprise of the ARC-6S except instead of endo-steel, you have heavy ferro-fibrous, and some genius removed one of your lasers for a rear-facing small pulse laser. Now, I approve of small pulse lasers in the right circumstances, such as replacing the machine guns on the Royal
Thunderbolt. Not so much here although at least infantry sneaking up on you gets some discouragement. Highly accurate discouragement at that. About the only positive note here is that the removal of the endo-steel means you don't need orbital facilities to get materials, which may be why they went to the HFF.
The Kuritans get back into the game with a completely different model that sort of reprises the ARC-2K. If you squint and tilt your head, anyway. In any case, the winning combination of endo-steel and a 280-rated standard fusion engine is back, meaning this may be a field refit from old ARC-4Ms or -5Rs they have laying around. Someone forgot the CASE, though. On a 'Mech with six tons of ammo, I'd rather have the CASE than 13.5 tons of armor. The weapons load is where things get interesting. The missile launchers were completely replaced by a quartet of MML 5s, mounted two to a side torso. Light PPCs were placed in each arm and the center torso, while a C3 slave makes this the one and only
Archer able to join in on the great C3 love fest. The loss of the LRMs is going to sting in the eyes of purists but the ranged damage is about as high while C3 can allow all sorts of interesting options depending on where the spotters manage to get. The SRMs will take the starch out of anyone who decides to get cute at short range, too. Overall, it's different but effective.
The featured
Archer from TRO3085 is the ARC-9M. Despite the name, it was designed by Bowie Industries and put into production on Carlisle. The design is something of a fusion of the 5R, 7L, and 7S, probably a better overall design than the last one, honestly. The power plant is a 210-rated light fusion engine with additional maneuverability provided by five improved jump jets. I'm not convinced this is superior to a 280 standard and no jets for the
Archer's role, particularly with the ARC-9M's armament package (which does
not favor close combat), but it's not necessarily a bad tradeoff. The armaments are where the 2K's influence can be seen. Instead of the ARC-8M's restriction to a single ERLL, the ARC-9M fits a pair of the new light particle cannons pioneered by House Kurita, one in each arm. The launchers are once again Delta Dart 15 tube models mated to Artemis IV fire control suites. Supporting these weapons at closer ranges are a pair of extended-range medium lasers. The armor took a real hit, unfortunately, dropping back to levels comparable to the ARC-5R, with only 11 tons of light ferro-fibrous. Overall, it's not bad, but I'm not really sure it's worth the increased cost and reduce parts availability compared to the ARC-8M, although the lack of endo-steel might be playing a part in EarthWerks' decision to switch Calloway VI's production over to this model. Lexatech Industries is also building them on Hun Ho. Fairly numerous in Lyran service, it's deployed against the Clans. I'm not sure that was a wise idea but on the other hand, it's kind of hard to say what
is a great option when the Magic 8 Ball answers your surprise dinner guest of the evening query with "Jade Falcons".
During the Jihad, one of the Word of Blake's new "wonder weapons" was the Void Signature System, basically mimetic armor for BattleMechs. They chose to employ it on the ARC-9W, a decision that, honestly, I'm kind of having trouble supporting. In terms of armament, the ARC-9W is a repeat of the ARC-5T with two ERLLs and two LRM 15s with Artemis IV. Unlike stealth, void-sig doesn't interfere with your electronics (other than C3), so the Artemis modules still work. However, it still rams that 10 heat down your throat and, in the process, imposes a +1 targeting modifier on
you; it also goes down on a crit. In theory, it goes down if active probes are removed, but that appears to actually be ECM; a
question has been asked on the matter. If not, the ARC-9W is carrying a Void Signature System it can't use, as it mounts no active probes but an Angel ECM suite. An XLFE drives this particular
Archer at 5/8. Okay, that comparison to mimetic armor was purposeful - it doesn't generate a targeting modifier if you're moving at over 5 hexes. It makes the design work mathematically but is kind of at cross purposes to the void sig. The armor is in fact
lighter than the ARC-9M's, which is really doing nothing to improve my steadily declining opinion of the 'Mech. The fragility means your targeting modifiers need to be high, something you can accomplish by either standing still or running, but honestly, this is feeling like TRO3050 rose from the grave to stalk the Inner Sphere again with more shiny toy 'Mechs.
A little goody slipped silently into RS3085U Project Phoenix (quietly enough that I didn't notice it until
after writing the section on the ARC-9W and posting it) is a real treat: Jaime Wolf's tricked-out Clantech
Archer. Welshman mentioned that stats were never published back in November but now we have them. Marked as pure Clantech, maybe to simplify things or just to make it more available to people who don't want to use advanced rules, it kind of reminds me of what the ARC-5R wants to be when it grows up. The arm lasers are now ERLLs. The LRM 20s have Artemis and two tons of ammo each. The center torso has two SPLs facing rear. They don't hit hard but they're very accurate, meaning anyone back there is going to get tagged more than likely and infantry playing games is up for a nice round of decorative body bags. And like anyone buying the deluxe model, Jaime Wolf got some nice little extras. AMS was mounted in the head, fed by a single ton of ammo (24 rounds, not 12), ECM is in the left torso, and CASE was tossed in for free. 15 double heat sinks allow both lasers and a single launcher to be fired off at heat neutral, while one laser and both launchers let you try an alpha/cool off cycle or allow movement heat to dissipate.
If you're going to bring an
Archer, realize that, with the exception of that Clan mod, the ARC-2K and -5R, the ARC-6W, and to some extent the ARC-9K, this is very much a ranged combat 'Mech and needs to be kept
out of people's faces for the most part. Now, it can do a credible job - no one likes a seven point punch to the cockpit - but it's not really the 'Mech's specialty. Even with the close-in combatants (aside from the Taurians' rocket model which is, admittedly, about as crazy as that BattleTech/Shadowrun crossover they put out a while back), you do well to use those LRMs to start prying the enemy open early. Indirect fire is always a possibility with
Archers (again, aside from the ARC-6W), so keep it in mind if you've got spotters in the right positions or find yourself forced to do urban warfare in this consummate bombardment 'Mech. In the Succession Wars, the
Archer is basically the standard when it comes to LRM bombardment that stands in the line, having probably the best balance of firepower and armor of any available platform, and outweighed by only two – the
Longbow, which has either thin armor and less defensive ability (0W) or less speed (7Q), and the LRM carrier, which has
really thin armor, less ammo, and mobility issues. (The heavy LRM carrier, for all its simple charm (read: 80 LRM tubes and no horse manure), is not a Succession Wars unit.) The two matches – the
Bombardier downgrade and CPLT-C4
Catapult in firepower are both rare and have thinner armor and less ability to defend themselves if someone closes. That isn’t true anymore as time has marched on but it’s still one of the greats for this job. For the models that use Artemis IV and some direct fire weapons, maneuver to keep your targeting numbers low when possible (walking helps), trust in your armor) to exploit your weapons' capabilities. If fighting with ECCM rules in play, consider bringing a few ECM platforms to clear enemy jamming and allow Narc and Artemis IV to work correctly. One configuration for LRM fire lances I find useful is a selection of pure LRM boats (things more or less like the ARC-2R) with an attached trooper like an
Orion or
Centurion that can fight up close or simply attaching a
Hunchback to get in the enemy's face while the rest of the lance backs off to clear their range minimums. If you are forced to dance up close, pay attention to your minimums and don't be afraid to get right in someone's face and indulge in some fisticuffs. Since the missiles are in the torso, it's entirely possible to maneuver for a physical smackdown, fire your launchers off at something, and then proceeded to give a 70 ton beatdown to whatever pest has decided to annoy the
Archer in question. This tactic can save you some trouble if you lack for maneuvering options.
Killing
Archers is, as it with a lot of heavier units, simple but not necessarily easy. All
Archers have at least reasonable armor and none of them are truly defenseless up close, although two medium lasers is the kind of load that mainly intimidates
Wasps. Watch out for physical attacks - an
Archer pilot on the defensive has a 14 point kick and a lot of them aren't afraid to use it. 7 point punches aren't quite as much of a hazard but they can reach the head, something a kick can't, so don't forget about them, either. Keep that and the maneuvering options in mind, because most of them rely on LRMs for their main punch, getting right in an
Archer's face is a good way to cut down on the number of hazards you're dealing with. As ever, maneuver for back shots. Even compared to the possibility of two lasers and a kick, a mere two lasers is a relief dealing with an
Archer and your opponent may not be in a position to fire them without unpleasant heat effects. If you care for them, incendiary tactics can absolutely bedevil some of the
Archers. Also, cut the
Archer off from its support and if forced to engage a lance, try to do so without letting them move into mutually supporting positions. Every
Archer except the ARC-6W has something that goes boom somewhere, and even if it won't kill the engine, popping a torso off is a big step toward solving your problems, so use crit-seekers.