Man, I've got to give it to the Regent on this one (by a fair margin). Admittedly I have not played the Regent yet, but coming from an avowed Hauptmann user the Regent prime is a vastly product improved Hauptmann and I wouldn't be scared to run the old Haupt Prime against a Gargoyle C.
The Regent has the armoring advantage by a big margin, including a STD Engine, and way better crit packing / padding. Also it has CASE II for its ammo bins which are going to make a big difference. The only location with ammo is the LT which has 28 points of armor + CASE II protecting it, and all locations are filled meaning decreased odds of a crit hitting a bin. Considering the fairly shallow bins for the LB20X odds are only the Streaks will be left once the armor starts getting way low. It can also afford to lose the LA from an ammo explosion, and LT and keep going with 2 CL ERLLaser and a medium Pulse. This lets the LT take a shot from the Ultra and a ERMLaser or 4 ERMlaser hits before going critical. This lets the Regent take a beating and keep going, but if the Garg loses either its Legs, LT, RT, RA or LA it is going to be hurting and bad. The Regent can lose one or more of these locations before it loses its battlefield advantage (assuming it gets some hits in return).
Comparatively the Gargoyle has 24 points protecting its LT and only 23 protecting the cannon in the LA and bank of mediums in the RA. This means a single LB20X SLD hit or a pair of ERLLaser hits and the Gargoyle is really going to have to worry about getting slapped with some LBX clusters or Streaks for crit seeking lack of case, inferior crit padding and the XL engine all make the Gargoyle way more vulnerable to return fire. By the time the Gargoyle gets close enough to scrap the Regent there is going to be some holes from those CL ERLLasers if those holes are in the LA, RA, or LT the Garg is in serious trouble. Half again as much armor on the legs, and CT in favor of the Regent tip the scales even more. It wont be long before the Gargoyle starts losing motive points after a leg hit or two. Considering it can only generate a +3 THM on a run, while adding +2 back to hit I don’t see the big advantage there on the numbers game but the Gargoyle HAS to be running full tilt to win, and ideally maneuver out of the front firing arc of its opponent. The Regent can afford to move or stay static if the position is favorable to it / good.
I see this as the Regents fight to lose. A few lucky hits or improper positioning by the Regent could be its downfall, so its not a huge overmatch, but the Gargoyle looks outclassed to me, further the amount of 10 point + guns on the Regent and the ability to bring those to bear faster and at a greater range have a big impact too. With smart positioning on the Regent’s behalf the Gargoyle is going to need to depend on lucky initiative rolls and good hits, it will die fast trading fire in a “fair fight.”
With 38 Heat Sinking the Regent can run and throw 3 CL ERL for 0 heat. By the time the the Gargoyle can use its battery of ERML the Regent has a medium range mod for 3 x 10 point guns firing every turn for 0 heat on a run. The Gargoyle needs to run and stay in between the range of the Regents close range guns (12 hexes) and its own 15 hex (max range) where it can fire all 6 ERML for 42 damage, but its playing with fire, because if it steps inside the crit seeking range of the Regent after a hole or two is opened up…
So the Gargoyle loses beyond 15 Hexes, the Gargoyle loses up close (if it has a hit or two on it by the time it gets there) unless it gets lucky, and the Gargoyle loses if it loses initiative rolls or doesn’t keep the THM up…..