IS Deck 6 - Crab/Sniper 2 -(265 Tons)
From Mercstar Wiki
- CRB-27B - Short Range:
This deck utilizes the crab strategy that we use in quickplay as a fast way to get a significant tonnage advantage on top of the default tonnage advantage the Inner Sphere is given. All 12 individuals should run the crab either first or second wave and just like in quick play only legs will be targeted. This ensures that any mech that is not completely killed will still be significantly combat ineffective. Most organized groups tend to drop heavy tonnage first and second so expect them when playing against organized groups.
- BLR-1G - Long Range:
This ER Large Laser Battlemaster is designed to trade at extreme distances for long periods of time. The 5 ER Large Lasers allow it to out trade most mechs that it will engage at range. There are very few clan mechs on the battlefield that can effectively out trade this mech. Try to keep from engaging close up in this mech and keep your distance from your targets.
- GHR-5P - Long Range or GHR-5P - Long Range or WHM-6R (Sniper - 1):
This is an ER LRG laser sniper once build uses and XL and has 4 ER LRG with support medium lasers the other uses and LFE and only runs 3 ER LRG with support medium lasers. Choose the mech based upon how you die...if you consistently lose side torso's and feel like you die early then choose the LFE build, however if you find yourself surviving for long periods of time try the extra ranged firepower from the XL version. If you prefer gauss to energy based weapons consider running the dual gauss WHM for hotter maps
- RFL-3N (Sniper - 1):
Although most rilfeman are considered fragile by most standards you will find this all torso variant quite likable. The LFE on this mech makes it much more durable than most riflemans usually are and both arms although carrying one heatsink each are to be used to completely shield your side torso's.