Front Line 'mechs are critical to the success of any company. The presence of these units in the correct position during the match is usually the lynchpin of any operation. As we will have to carefully select units for drops during competitive matches, we need to know that our pilots have fitted their 'mechs to a certain role and are able to fulfill that role. To help with understanding what we consider a Front Line 'mech, let's consider that role a moment.
First, these are the 'mechs that will engage the enemy advance head-on. To do this, they need to be able to weather incoming fire during the early stages of long-range engagement. Not only that, they need to be able to return some of that fire, focusing on suppression, deterrence and area denial. Bearing that in mind, let's consider those as design principles:
- Any chassis of at least 50 tons can be equipped as a Front Line 'mech. The tonnage limitation of smaller chassis precludes the use of enough armor to stand on the front line of the engagement.
- A high (max or near max) armor value is paramount. You will take a lot of punishment.
- A set of balanced weapon systems are likewise critical. Equip your 'mech with weapons to engage at both long range (500m+) and short range (less than 200m). Long range firepower is critical to suppression exercises, and certain long range weapons do not function well (if at all) at short range. Only a few reliable systems are required.
- Heat Management should be 1.2 or higher. Overheating on the front almost always spells death.
- Since the remainder of the company will be supporting your actions, the top speed is unimportant - though it should remain above 40km.
There aren't a great deal of differentials between 'mechs once they are outfitted as Front Line 'mechs. Collectively we refer to any 'mech of this role as Front Line, Front Liners or just Frontniks. Eduard Du Fronsac can also be used by anyone that gets that reference. What other considerations should you keep in mind?
Ammunition can be a concern. Consider the build above, a TDR-5S I call "Silver Fish". It has two ammunition dependent weapons as it's main systems. Carrying enough ammunition for each is therefore not just important but critical. Using up a ton for double C.A.S.E. systems is tonnage well spent, and with 300 rounds of AC/5 ammo and three tons of LRM's it can keep up a respectable suppression field to within 200m or so, where it lays off the missiles and starts in with the laser. It's slow, but heavily armored and with weapon systems calibrated to it's role as a heavy frontnik.
Due to the amount of damage that you will soak up in this role, XL Engines should be avoided. Not much else to say here, except it just won't turn out to be a good idea, no matter how you cut it. Between pinpoint damage on enemy 'mechs and ammuntion explosions in the torso, you'll get an Engine Destroyed result almost every time.
As in other roles, Double Heat Sinks can be a boon. However, some builds will be able to achieve a higher Heat Management with Standard Heat Sinks due to slot limitations. Explore your weapon configurations, and decide what's best from there. Yet since you only need a few specific weapon systems, slots probably won't be an issue.
The Front Line 'mech will be the unit on the field that attracts the most firepower. This doesn't mean you'll take the most damage, but it does mean that they are going to be shooting at you a great deal. By acting as the tip of the spear, the Front Line will provide an anchor point for the other lances of the company to work around. During solo drops, this configuration is ubiquitous no matter the map or mission type. We need more dedicated Frontniks, as we actually have too many heavy chassis sporting Close Support builds. Take heart! The Front Line lance will be gathering much glory for themselves!

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