Asset Roles

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An asset is anything in the game that a player can pilot, from BA, to mechs, to aerospace, to other vehicles. The term "asset" is sometimes used interchangeably with chassis and typically includes every variant of each chassis.

Variants are given a designation of Prime, A, B, etc, and sometimes given a nickname like "Siege Engine" or "Muninn."

Each variant's usefulness for any given situation is dependent on Game Mode, Logistics, and Battlefield Awareness.

Each variant functions best in one or more roles. These roles are listed below.


Some Assets have weapon and equipment loadouts designed to allow them to be at least somewhat effective at all ranges. This can make the Generalist less effective when facing specialized enemies in their optimal engagement range.

Examples of Generalists include:

Mech: Uller Prime, Cauldron Born Prime, Argus A, Osiris G
Vehicle: Mars Prime, Mithras A, Goblin A Note: Very few vehicles fit the generalist role. Nearly all of them are focused on one particular role or another.


Brawlers are assets that function best when fighting in close quarters. Usually between 0-450m. This makes them an ideal choice when trying to hold or capture an objective. Weapons like UAC20 have a high DPS and a very short range making them ideal for brawling. Other weapons, like Gauss, while poor in terms of DPS, perform excellently at short range and function well in a turn fight, allowing the asset to damage spread more effectively. Other traits that are good for brawlers include high armor, 360° torso rotation, MASC, GECM, flamers, and jump jets. Many of the best assets at tanking are brawlers since they provide the greatest distraction for the enemy when in close range.

Examples of Brawlers include:

Mech: Uller B, Osiris F, Shadow Cats A and B, Ryoken B and Bushwackers A and G.
Vehicle: Morrigu D, Harasser Prime, most Demolishers.


Skirmishers typically use cover at medium-range while their weapons recharge. Skirmishers prefer high burst damage weapons and avoid staring. Skirmishers often use Electronic Warfare options like LAMS to deny missiles and GECM or passive radar to deny the enemy battlefield awareness when out of line of sight.


Fire-support assets, sometimes called "glass cannons", trade armor for weapons. There are two main kinds of Fire-Support assets. The first kind are slow assets like the Mauler and the Huit. The second kind are fast assets like Lokis and Regulators. Fire-Support assets usually rely on either having a longer range than their enemies, or are dependent on allies to distract enemies and to tank damage away from the fire-support.


Usually mounting primary weapons designed for 700m+ engagement, Snipers are built around maintaining a range advantage, which in many cases is the only advantage of a Sniper. Snipers vary in speed based on their purpose, for example, the Puma or the Avatar can be considered fast, but not as fast as Brawlers and some Skirmishers. The only reason for a Sniper to have a speed advantage is if it is designed to kite it's opponents. There are a variety of different types of snipers, to accommodate for the large variety of long-range weapons and engagement styles featured in MWLL.

Missile Boat

Missile Boats are assets equipped with lots of mid- to extreme long-range guided missiles. These assets often lack armor and usually carry extra tons of ammo. Missile Boats often struggle against enemies that come into close-range and benefit from having nearby allies. Alternatively, Missile Boats can find a vantage point overlooking the battlefield in order to rain down weapons-fire unopposed. With adequate allied support in the form of NARC or TAG, Missile Boats can launch their missiles from hiding and flick them to deal indirect damage. Missile Boats that stay off the front lines risk having their allies lose, outnumbered in close combat, to an enemy death ball. Missile boats must find balance between playing it safe being a team-player.

Note: While cSSRMs do meet the above criteria, assets equipped with lots of SSRMs or HE ATMs, are generally not considered "missile boats" for the purpose of this role description. Those assets fit better into the Brawler and Skirmisher roles.

Examples of Missile Boats include:
Mech: Uller G, Uziel F, Catapult Prime, The Beehive and Vulture C
Tank: Partisan C


This category is reserved for assets that utilize the Thumper, Sniper Artillery Cannon, Arrow IV missile system and the Long Tom Artillery Tank. In the case of Arrows, these assets take the Missile Boat theme to the extreme; with NARCs, TAG and/or C3 on the field, these assets can devastate the enemy team. However, these assets are often helpless or weak if engaged in conventional combat and require protection from teammates in order to function properly. Artillery Pieces are also very vulnerable to harassment from air units, especially VTOLs.

The Catapult C, Mad Cat MKII C, Marauder C, Schrek G, Mars G, Mars C, Behemoth E, and the Long Tom are the quintessential artillery assets of MWLL.

NOTE: Many assets equipped with Artillery weapons cannot be purchased at forward build bays even if weight restrictions would otherwise allow them to be purchased.


A popular variant of the Sniper, the JumpSniper is taking the great idea of extreme range advantage, and putting rocket thrusters on it. Poptarting can create unpredictable engagement windows, and while it isn't particularly easy in MWLL (JJs cause one's own screen to shake), it is effective when done correctly. Although many JumpSnipers are Fire-Support assets, some of them function more closely to skirmishers, or even generalists.

Examples of jumpsnipers include: Solitaire E, Uziels Prime and A, Shadow Cat Prime and C, Thor E and Avatar B


Supporters are assets with equipment that generally help allies more that it helps the supporter.

Equipment that function well for supporters:

Examples of Supporters include:
Most Ravens, Hephaestus, and Owens. Black Lanner C, Master and Commander.


Scouts are Supporters that are light and fast. Keep the team supplied with information about enemy locations, target locks, and back capping.

Equipment that function well for scouts:

Examples of Scouts include:
Most Ravens and Owens. Solitaire B. Most Hephaestus and Chevalier.


In Terrain Control games, Backcappers are Supporters that are light and fast. There is a lot of overlap between scouts and backcappers, but advanced electronics aren't required for backcappers to fulfill their role. Backcappers are very important in the late game as ticket bleed begins to speed up.

Equipment that function well for Backcappers:

Examples of Backcappers include:
Nearly all Starter Assets. VTOLs, Black Lanners, Argus B, Cauldron-Born G, Bushwacker E, and Loki D.

Infantry and Ammo Support

APCs can be hidden and abandoned to allow teammates to reload ammo and provide a spawn point for BA as well as a buy zone for BA Weapons.

While they don't provide ammo for other assets, the Hephaestus and Goblin provide a spawn point and weapons for BA. Unlike APCs, they will despawn if left unattended for too long.


Anti-Air ground assets are assets with the ability to pitch up very high. Particularly those armed with:

Anti-air aerospace are dogfighter aerospace with good maneuverability, lots of heat sinks, and/or good damage multipliers against other aircraft.

Anti-air VTOLs are VTOLs with weapons with good damage multipliers against other aircraft.

Examples of Anti-Air include:

Many Partisans, Huits, Riflemen, and Blood Asps. Fighter Sullas, Sparrowhawks, and Corsairs. Donar G, Hawkmoth B.