Last one... there is something to be said for TT’s burn-it-all-down approach, so this is an “incendiary” nova that also uses lighter, faster, aggressive mechs but cripples opponents’ heat scales before going after armor and crits. The Falcons are a good Clan for this with massed standard SRM loadouts on several fast, jumpy omnis. The mechs all want to get within 3 hexes for optimal to-hit numbers on their infernos and standard SRMs. They’re carrying fire-resistant Elementals (Fire), another Falcon design that can mount anti-mech attacks even while their targets and hexes are on fire.
Falcon Nova Incendiary
Summoner G, 2452 BV2, 5/8/5, 182, ER PPC x1, ER Lar x1, SRM-4 x6, iHvy Sm x1
Elemental (Fire, AP Gauss) x5, 425 BV2
Black Lanner D, 1809 BV2, 7/11(14), 153, Pul Med x2, SRM-6 x2, ER Sm x2, MG x4, Fl x1
Elemental (Fire, AP Gauss) x5, 425 BV2
Hierofalcon B, 1737 BV2, 6/9/8, 144, ER Med x1, SRM-6 x6, ER Sm x2
Elemental (Fire, AP Gauss) x5, 425 BV2
Arctic Wolf II B, 1678 BV2, 7/11/7, 124, Pul Lar x1, SRM-4 x4, Pul Sm x1
Elemental (Fire, AP Gauss) x5, 425 BV2
Fire Falcon C, 1004 BV2, 8/12, 76, Pul Med x1, SRM-6 x2, ER Sm x1, Pul Sm x, MG x4
Elemental (Fire, AP Gauss) x5, 425 BV2
Total: 10,805 BV2
Again, you got an anchor in the Summoner, a couple jumpy flankers in the Heirofalcon and Arctic Wolf, and a couple speed demons in the Black Lanner and Fire Falcon. While closing, this nova can throw an ER PPC, an ER Large, and a Pulse Large. Once the speed demons and jumpers have gotten within running distance of 3 hexes from their opponents — maybe even in position for rear attacks — the trap is sprung. The nova rushes in, releases the Elementals (Fire), and unleashes 100 SRMs. That’s enough to max out the external heat on every enemy mech with infernos and still have standard SRMs left over for damage. Or to just throw a little over 100 points of potential damage and 50 potential crit rolls without infernos. Elementals (Fire) close for leg attacks once their SRMs (they add another 50 SRMs one time) are expended or swarm attacks if an enemy mech goes down. Your speed demons and jumpy flankers can use their extreme mobility to disengage if hit hard or caught in crossfire, or they can press the attack as needed, even trading opponents to keep their modifiers up. The Summoner is like a sweep unit following up to rapidly put down opponents that the other mechs and Elementals are having trouble with. They all have decent heat management, but the thin armor on the Arctic Wolf and Fire Falcon make this nova more vulnerable to damage than the other novas. But if your opponent is always on fire and firing less as a result, it may not matter much.
Salamanders can substitute for Elementals (Fire) to bring BV costs down:
Salamander BA x5, 245 BV2
There’s also other Summoner, Flamberge, and Mad Dog/Vulture configurations with massed standard SRMs that can substitute for the Summoner G if you prefer them:
Flamberge A, 2575 BV2, 4/6/5, 216, TC, ER PPC x1, Pul Lar x1, SRM-6 x4
Summoner Q, 2479 BV2, 5/8/5, 182, ER PPC x1, Pul Lar x1, iHvy Med x1, SRM-4 x6, iHvy Sm x1
Mad Dog A, 1923 BV2, 5/8, 163, ER PPC x1, LB-5, SRM-6 x6
Vulture Mk III A, 1880 BV2, 5/8, 182, Ultra-5 x2, Pul Med x2, SRM-6 x4
Vulture Mk IV Prime, 2110 BV2, 5/8, 201(241), ER PPC x1, LB-5 x1, SRM-6 x4, ER Pul Sm x2
Hope these novas help. Good luck!