Each Mech Lance is made up of 2 Assault Mechs (Brawlers) 1 Long Range
Mech (LRM Boat) and a Scout Mech (A Jazzy) (Scouts should be armed with
a TAG or NARC/Beagle)
"A Jenner"

But definitely agree that if you're specc'd to be a scout you gotta have the TAG or similar equipped, with a focus more on survivability over punch, until you get enough creds to get the ferrous armour and lighter frame-structure to free up the tonnage for more fire power.
Good Lance compositions, and something to aim for. But at the same time, not something to be totally restricted to; those who are multi-skilled across all the mech classes should keep their mechs and their skills sharp across the board, while those who specialise in 1-2 classes should work on unlocking as many proficiencies and finely-tuned load-outs as possible.
Also, some lee-way/flexibility towards experimenting not just with different load-outs/theories (looking at YOU, Damit!) but also drop-comps. If we were to run heavy on a particular class, how would we compensate and run tactics differently? If we came up against a drop-composition of X-Assaults, Y-LRM and Z-scounts/mediums, would we stay on base or run their cap whilst sacrificing a sufficiently distracting combination/pair of mechs?
Good thoughts though, BiiGMacK, +1
