[Top 5] Mechwarrior 5 Best Missile Boats
Unlike LRMs, SRMs are better suited to urban environments.
Missiles in Mechwarrior 5: Mercenaries are probably my second favorite weapons, second only to pulse lasers. Afterall, LRMs can shower your enemies with a glorious rain of fire from a mile away while SRMs pack a devastating punch up close.
Sure, you can’t blow the head off a hostile ‘Mech with LRMs like you would with an autocannon or large laser but that isn’t really their role. These guys don’t go charging in to meet the enemy head on. That’s a different role which requires sturdier ‘Mechs like the Atlas or Awesome.
Instead, missile boats tend to hang back since these guys are generally used for indirect fire support and therefore, sport less armor than brawlers and juggernauts. They are similar to medieval bowmen who rain down arrows at incoming enemies before their swordsmen and pikemen engage at closer distances.
Missile ‘Mechs are quite useful at whittling down hostile forces and I almost always have one in my lance. That said, here’s the 5 missile boats which I think are the best at their jobs.
5. Frenzy DV-FR
A cool looking ‘Mech to be sure, but its color scheme is just so… loud.
Specs:
- Weight: 55 tons
- Armor: 240/382
- Structure: 191 Endosteel
- Free Tonnage: 26.07 tons
- Speed: 81 km/h XL
- Standard Loadout: 1 SRM 4 Stream (Right Arm), 1 LRM 20 (Right Torso), 1 LRM 20 (Left Torso), 1 SRM 4 Stream (Left Arm)
Hap ‘Madman’ Carsburg‘s reputation as con man and fool haven’t served him well. A constant string of elaborate but brainless schemes have given him an unenviable familiarity with the inside of a jail cell. His turbulent behavior eventually saw him cashiered out of the 33rd Avalon Hussars. Turning mercenary, he quickly found a rather fitting new home among the flamboyant Greenberg’s Godzillas, where his ridiculous hats and swords aren’t so out of place.
Strengths:
- 5 jump jets enable Frenzy to negotiate rough terrain.
- Has the most free tonnage out of all the Dervish variants, giving players more customization options.
- One of the few medium ‘Mechs that can equip 2 large missile weapons.
Players need to keep their distance when piloting Frenzy since it only has average armor. The good news since this ‘Mech has 2 torso mounted LRM 20’s which makes it a very capable LRM boat. Let your teammates attack enemies head on while you get into a perfect position to use those LRM 20’s.
Frenzy is only available if players have the Heroes of the Inner Sphere DLC. On top of that, this ‘Mech will only appear in industrial hubs when the in-game year reaches 3032. Save your game before visiting a hub system with a skull icon. Reload if a different hero ‘Mech appears.
4. Loup De-Guerre TBT-LG
SRMs make the Loup De Guerre a good close range brawler.
Specs:
- Weight: 50 tons
- Armor: 320/350
- Structure: 175 Endosteel
- Free Tonnage: 17.57 tons
- Speed: 105.3 km/h XL
- Standard Loadout: 1 Streak SRM 2 (Right Torso), 1 Streak SRM 2 (Left Torso), 1 SRM 4 & 1 Medium Pulse Laser (Right Arm), 1 SRM 4 & 1 Medium Pulse Laser (Left Arm)
Named for the largest Trebuchet in medieval Terra, Loup De Guerre was a gift to the young scion of the famous Chandlers of Tiber. Serving in the Regulan Hussars, Lt. Peter Chandler distinguished himself in battle on Tellmann IV. Discovering a Thunderbolt had broken through their defensive line and looting supplies, he promptly pounded the ‘Mech to scrap. When asked why he’d engaged the much larger ‘Mech alone, his only comment was, “It was only what one should expect from a Chandler.”
Strengths:
- 4 SRM weapons can make short work of enemies.
- With its XL engine, the Loup De Guerre is the fastest Trebuchet variant.
- Its anti-missile system and a Beagle Active Probe make the Loup De Guerre a great support ‘Mech
The Loup De Guerre has the speed to quickly close the distance and unleash deadly SRM salvos that can wipe out an opposing ‘Mech’s components, especially if its SRM launchers are at tier 5. With a bit of skill, players can easily do hit and run attacks on enemies, as well as make a quick getaway via jump jets when things get too dicey.
The Loup De Guerre is available at the start of the game although players probably won’t have enough C-bills to buy it immediately then. Also, it takes a bit of luck finding it in industrial hubs due to the spawn rate of hero ‘Mechs being wholly dependent on RNG. Save before heading to an industrial hub. Reload if you didn’t get the hero you want. Rinse and repeat.
3. Butterbee CPLT-BB
SRM 6s are pretty much OP if you know how to use them.
Specs:
- Weight: 65 tons
- Armor: 320/434
- Structure: 217
- Free Tonnage: 25.44 tons
- Speed: 64.8 km/h
- Standard Loadout: 2 SRM 6 (Right Arm), 1 Medium Laser (Right Torso), 2 Medium Lasers (Center Torso), 1 Medium Laser (Left Torso), 2 SRM 6 (Left Arm)
The personal battlemech of Jenny Templeton of the Chesterton Reserves, ‘Butterbee’ mounted quad SRM 6 packs instead of the pair of LRM launchers. During intense urban combat, the Catapult would be regarded as a primarily long ranged ‘Mech, effectively armed only with medium lasers. After a few hit-and-jump attacks with the lasers, Templeton would unleash the missiles. Catching the invaders off guard, the missiles spread out and often hit the holes that her lasers left. If they survived the missile blasts, enemies were usually killed off while still in shock.
Strengths:
- 4 SRM 6 launchers deal a ton of damage up close and are capable of deleting smaller ‘Mechs instantly.
- 4 jump jets make Butterbee mobile enough to get into SRM range fairly quickly.
- 4 medium lasers on the torso ensure the CPLT-BB can defend itself when both arms are destroyed.
Players can use the BB’s 4 SRMs to destroy enemies quickly, especially if those SRM salvos are aimed at the opposing ‘Mech’s center torso. Just like the Frenzy, players need to play smart as Butterbee’s armor is average, at best. Hit and run tactics work well and utilize those jump jets to get away quickly if need be.
Butterbee becomes purchasable when the player gets around to 3028. Look for skull marked planetary systems in industrial hubs. Save. Reload said save when Butterbee isn’t found.
2. Agincourt ARC-AGC
The Agincourt is versatile enough to be outfitted with LRMs or SRMs.
Specs:
- Weight: 70 tons
- Armor: 432/446
- Structure: 223
- Free Tonnage: 35.07 tons
- Speed: 64.8 km/h XL
- Standard Loadout: 1 LRM 10 Stream & 1 Streak SRM 2 (Right Torso), 1 Medium Laser & 1 SRM 6 (Right Arm), 2 Medium Pulse Lasers (Center Torso), 1 LRM 10 Stream & 1 Streak SRM 2 (Left Torso), 1 Medium Laser & 1 SRM 6 (Left Arm)
Baron Oliver Kincaid’s life was filled with remarkable ups and downs. His posting with the prestigious Free Worlds Guards, his dishonorable discharge and stint as a mercenary before eventually, many years later, working his way back around to being able to show his face at the Marik Court. During his time as a mercenary serving with Nik’s Cavaliers, he gave his battlemech a name, Agincourt. When prompted to explain the name, he replied that it was there to remind him how powerful turns of fate can be, and to work hard to earn back what he once had. As far as what it’s armed with, a search of the cockpit found a note attached under the weapons list that read ‘kitchen sink.’
Strengths:
- Arguably the best missile boat in the entire game due to its 6 missile critical slots.
- Equipped with a Beagle Active Probe, the Agincourt can identify enemies faster.
- 4 Double Heat Sinks dissipate heat faster, allowing the Agincourt’s missiles to fire more frequently.
While the ARC-AGC can be used effectively at long range if you arm it with only LRMs, it’s surprisingly good as a close range SRM brawler. Just swap out all of its LRMs for SRMs and everything you target will go boom. Additionally, the Agincourt is one of the only two Archer variants outfitted with Double Heat Sinks.
The good news is unlike other hero ‘Mechs, you don’t have to go looking in industrial hubs for the Agincourt. The bad news is you have to complete the Bow and Arrow questline from the Heroes of the Inner Sphere DLC, which will give you the Agincourt as a quest reward.
1. Golden Boy KTO-GB
The Golden Boy packs more punch than most ‘Mechs its size due to its 5 SRM launchers.
Specs:
- Weight: 55 tons
- Armor: 368/382
- Structure: 191
- Free Tonnage: 28.57 tons
- Speed: 64.8 km/h XL
- Standard Loadout: 2 Medium Pulse Lasers (Right Arm), 1 Medium Pulse Laser & 2 SRM 6 (Left Arm), 1 SRM 6 (Right Torso), 2 SRM 4 (Center Torso)
The Kintaro was originally designed in 2578 as a frontline unit designed to deliver NARC missile beacons for allied forces. With the loss of the last known NARC factory in 2792, the Kintaro simply became another missile platform, and eventually led to the production of the downgraded KTO-18 by the Federated Suns. Whatever the variant, the KTO is still a tough frontline ‘Mech capable of delivering an impressive salvo for a ‘Mech of its size.
Strengths:
- While slower than other Kintaro variants, the Golden Boy more than makes up for it by being a very deadly SRM spammer.
- 6 Double Heat Sinks help manage thermal buildup, ensuring the Golden Boy can consistently fire those SRMs.
- 3 Medium Pulse Lasers work well as back up weapons when your SRMs are in cooldown.
The Golden Boy can pretty much destroy any ‘Mech unlucky enough to get caught in its SRM salvos. Just remember to shoot those SRMs only when enemies are moving towards you so that your missiles have more chances to hit. Never fire your SRMs at enemies circling you. You’ll waste your shots that way.
The Golden Boy can be found in industrial hubs very early in the game, around the year 3015 and above. If you’re specifically hunting for it, make sure you have lots of C-bills. Scum save. That way, you can reload your save if the Golden Boy doesn’t appear.
You can’t go wrong with a tier 5 LRM 20.
LRMs are easy weapons to use. Just lock on to an enemy and fire away. The problem is when there are obstacles in your line of fire like trees, rocks or buildings. That’s why I always pick a vantage point from which my ‘Mech can rain missiles all day.
SRMs on the other hand, require a bit of piloting skill since you have to get in optimal range to maximize the damage from your salvo. One final note, make it a point to only fire your SRMs when hostiles are coming at you and not strafing you from the sides. Shooting enemies with SRMs while they’re strafing you just wastes a lot of your missiles as these won’t hit.