The biggest problem with BATTLETECH is that there are some many awesome mechs to play, and not enough games played to get them all in all the time.
This forces some good, but hard choices.
IF you forced me to narrow down my single most favorite mech, it would be the AWESOME. If I had to inherit a family mech, and it was an Awesome I would be in the top echelon of mechwarriors.
An assault mech, with 3 PPCs, decent heat sinks, and awesome armor is a force to challenge on the table.
With no ammo, and the 3 PPCs distributed in the arm and torso sides you HAVE to put this mech down by coring out the center. Combine this with the potential to push out 10-30 points of damage a turn at decent range and it is just brutal to remove.
Add in the tonnage for physical attacks and you don’t really want to get close.
Firing away ’till the end.
Last Battletech battle vs. the first of the clan invasion had my Awesome pushing forward to hold back a Bruin and Vulture so the pair of Archers behind it could fire away. Not only did the Awesome hold both mechs back, it dished out amazing damage on the Vulture causing it to pull back and away.
Not bad for old inner sphere tech vs. the shiny new of the clans.
Of course the Awesome took a fightening amount of damage over two turns from both mechs, blasting apart its heavy front armor, any other mech would have folded or been pulled back, but the Awesome held.
Battle joined, surrounded by clan forces, it held, and would fight it out to the end.
Left arm blown off, more heavy damage, three PPCs firing away pushing the heat as the Awesome mechwarrior bypassed the fusion engine shut down protocols.
Pushing through to the internals it continued to fight despite two fusion engine hits, before being forced to withdraw off the table due to the force withdrawal rules.
It survived the battle, but look at the cost- what other mech could do that?
What other inner sphere mech would the clans fear?
THIS is what BATTLETECH is about…