Well, at the very least I managed to play a game with Jatska. He got to see how Improved JJs, ATMs, heavy lasers and C3 works.
Each of us picked 4 mechs at random from a folder. He got a Supernova (atm variant), Stormcrow A, Pouncer and the LRM 20 Adder.
I got a Timberwolf D, Stooping Hawk F, Hunchback 2C (atm variant) and...a Locust 1S....
When I made the folder of record sheets, I rolled randomly for pilot skills; 1d4 for gunnery and 1d6 for piloting. Got some interesting results. For instance, the Supernova was a 2 gunner but a 6 pilot.
As for the game, the Locust didnt make it past turn 3. The Adder soaked up WAAAY too much fire power. It took 6 salvos from ATM 12s among some lasers. It went down on turn 5.
Supernova was taking a lot of damage and fell a couple of times. But then managed to come back with a vengeance on the Timberwolf and hit it with 1 ER Lrg laser and all 4 ATM-9s in one turn using HE ammo. The ATMs alone did 96 damage. The Timberwolf took it like a champ, but the Hunchback went down from the Pouncer and Stormcrow ganging up on it.
The Timber wolf ran to get partial cover from the Pouncer and Stormcrow while the Stooping Hawk was keeping the pressure up on the Supernova.
Timberwolf suffered an ammo explosion that took out it's right torso. The pilot failed their consciousness check which then caused an automatic fall. One of the hit location resulted in a through armor critical on the center torso. Three hits were rolled which caused the 3rd engine hit.
The Stooping Hawk was whittling down the Supernova and managed to take off its left torso. Stooping Hawk was dancing around, but the Supernova's aim was pretty damn good. Ended up coring the Stooping Hawk 3-4 turns after the Timberwolf went down.