Well, let's see.  This should be reviews of mechs, weaponry, tactics and such things. 

To start with, I am not an expert, so this is just for fun.
I'll pick an easy and popular mech to start with:

The Timberwolf is a 75 ton Clan mech, most popular with Clan Wolf (
mech affiliations).  It is fast for a heavy mech, and is a match for many inner sphere assaults, though you must never forget that extra armor is always a big advantage.  It's offical primary configuration consists of a nice mix of LRMs and ER Lasers, while also having a medium pulse and some machine guns thrown in.  I feel that those MGs are a bit of a pointless liability because of the ammo lying around, unless you are fighting infantry.  Also, there is a bit of a heat issue, though you can work out your firing patterns to compensate. 
The A configuration, however, is my favorite.  It has 2 PPCs for long range sniping, and medium pulse lasers and a streak-6 for closer range havok.  It also has no heat problems--even an alpha strike is fairly easy to recover from after a turn.  Of course, some people consider pulse lasers "munchy", but at this level, with an official design, I think it's fine.

Other Wolf mechs that I've found useful are the Linebacker (in the A congifuguration it's a fast, long-range sniper) and the Pouncer (with it's targeting computer and mobility, it's definitely an upgrade on the Adder--but I wish it had more heat sinks).  The Gargoyle, Clan Wolf's favorite assault mech, on the other hand, is completely useless, in my opinion.  The speed factore does not make up for the low armor and armament levels, and there is no reason to field it instead of a Timberwolf.  That leaves the Wolves without a common front line assault mech, unfortunately (more on that later).
Now, one thing I haven't got used to yet is how to fight with old mechs (3025-era) because almost all of them have huge heat problems, or no armament at all.  Take the classic heavies, the Warhammer, Marauder, Archer and Rifleman.  The Warhammer has the least heat problems, separating weapons by ranges anyway, but it doesn't have all that much armor, in the end.  You can't exactly wade into a fight with it, despite it's reputation, because you will overheat and lose protection.  Still, it can be a formidable weapon if used carefully.

The Marauder has heat and armor issues as well, but it's a frightening heavy mech..  The Archer is well-armored, and if using the LRMs alone, is okay for heat, but the Riflman is almost crippled by heat.  Especially when you consider the all-energy variant!  There are some less-popular mechs that are a little more effective in certain areas, like the Grasshopper, which has a great close-range punch.  The Crusader is also a very well-rounded machine.  But, I still like the other four just because they are such classics!  To bad their original forms will be forever hidden for most of us. 
Inner Sphere tactics are altogether different to what I'm used to, and it's hard even to fight against IS mechs.  Clanners should beware closing in on their IS foes, since the advantages disappear and they start kicking and punching you, the brutes.  Newer IS mechs, of course, have good long-range firepower as well, with the Gauss rifle becoming standard on almost everything (see the 3055 TRO!).  I'm not sure the 3050 Clan mechs could really stand up to these new IS mechs, and most of the new Clan mechs haven't convinced me either. 

A few of us had found that the original clan mechs seemed under-developed, since you can easily upgrade some of them to much more effective fighting machines.  Then I found that FASA's original designs had in fact been much tougher--apparently too tough.  Check out
My Page on the subject.  Being a clanner, I'd like to see those mechs in action, and get my hands on some megamek files for them.  Unfortunately, I don't have HMP...but The Drawing Board now works with megamek!  And I can tell you, they really do kick ass. 
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