Correct.
That is why both you and I earlier stated that it has 8 shots of LRMs .
After those 8 LRM shots the Enforcer has a large laser that can fire until it is disabled and an
AC/10 with 10 rounds .
That's a significant range advantage against 3 medium lasers behind light armor and why I give this
matchup to the Enforcer most of the time .
8 Tons v/s 9 Tons of armor isn't a massive advantage.
The Speed advantage on of the Treb is well worth that 1 ton of armor.
The Treb only needs to hit w/ 2 LRM salvos to negate that ton while outside the range of AC/LL fire.
The LL/AC10 are a great combo, but in a slower machine, its only going to take a couple bad initiative rolls or terrain limitations to let the Treb also be in close range where the 3 MLs will shine.
The Enforcer can't afford the heat from all its weapons while moving.
Meanwhile those 14 SHS allow the Treb to max jump & alpha the 3 MLs every single turn.
Or if it can manage a walk into range 6 it can alpha the entire array w/ any remaining LRMs from closing distance & put out more firepower than the Enforcer can match. (24 v/s 18)
And god help the Enforcer if the Treb ever gets back shots on it w/ those 3 MLs. IIRC its any single hit will open up the back for Engine/Gyro/Ammo damage.
It has free reign to Park at Long while the Enforcer has to close. (Shots on 9-10's)
It can also Walk for a turn or 2 while the Enforcer is at Long & it is at Medium (11-14 hexes). (Shots on 8's)
Barring horrible luck, its going to connect w/ LRMs before the AC/LL ever get a shot off.
Once the Enforcer is at Medium (10) its stuck moving back at 4 hexes Jump/Walk while the Treb can move up 8 per turn.
Its going to get a total of 2 turns of fire at Medium Range against a +3 Treb before they are in knife fighting range where it will then come down to initiative to see if the Treb gets into the Rear of the Enforcer or is back out at LRM range for the last salvo or 2 while the Enforcer seeks S/M range brackets.