UPDATED! This has been edited with some issues that ncKestrel pointed out (see comments), and the overburn value has a graphic issue I'll be fixing in the today. All the cards are new and the comments were tweaked.
Apparently I can't escape this game, there is simply no other one I can get into :(
I like Quick Strike/Battleforce stuff. I like any game that abstracts combat potential into a single number. Not sure why, but I have tens, if not hundreds, of thousands of counters that do just that for all sorts of games.
NOTE: I calculate damage and heat efficiency by range band, not for the overall design like strategic operations. This makes some units more powerful at some ranges. I also make Rocket Launchers a single shot weapon, and split attacks into ballistic (with a corresponding LA for limited ammo, or shots / tons to reload) and energy. And finally, I round normally, not up, a single MG shouldn't be 0.2 rounded up to 1, that is silly.
So, I'm going to compare all the Marauder II (not IIC) models, and point out how they differ in Quick Strike.
First, they all have SRCH, SOA, ES, and SEAL. Also, all are weight 4 and armor 10, and none have an ER attack.
All have 8 structure and 3j move unless I indicate otherwise.
MAD-4A. 21 Pts. 3-3-2 attack, ENE. It also has 1 overburn.
Great mech with no downsides. This is the stock model with 2xPPC, 1xLL, and 2xML.
MAD-4H. 22 Pts. 1-1-1 attack, ENE. Also has 3-3-1 Rocket Attack and 2 overburn.
This mech is a one-shot wonder, but even its one shot at best gets you 3 attack, it is always better to choose the MAD-4A, which is not only cheaper but has better long range attack capability. This is the rocket crazy version with 2xERPPC, 2xERML, and 180 rockets. Too bad its only got 21 single heat sinks.
MAD-4K. 26 Pts. This mech has a ballistic attack of 3-4-4. It can perform this attack 5 times, and it'll take 2 tons of ammo to resupply it. Its energy attack is 2-3-3, so even when out of ammunition its quite effective. It also has the ability "BG3", which means "Big Gun 3". Each attack allows you to roll on the critical hit table, with up to a 3 modifier. It can overburn by 1 with ballistic weapons. This mech is pricey though, though I'm not sure worth 5 more points than the MAD-4A. This is the dual HPPC and GR version, which is why it gets the BG3.
MAD-4S. 26 Pts. This mech has a ballistic attack of 3-3-2, which can be done for 5 turns, after which 4 tons of ammo are needed to resupply. It also has an energy attack of 2-2-2. It can run hot, with 2 overburn with ballistic weapons or 1 with energy weapons. The mech is 26 points, and though it has BG1 I seriously can't see why you would take this over the MAD-4K, or even the MAD-4A. This is the dual ERPPC and HGR version.
MAD-5A. 21 Pts. This is your anti-aircraft assault mech. It only has 4 structure due to XL, and its attack is just 3-3-2 ballistic (2-2-2 energy). It is the same cost as the MAD-4A, but does include CASE. Its one redeeming factor is its FLK attack of 1-1-1, which it can perform 10 times before requiring 3 tons for resupply. It has an overburn of 1. I would only consider this model over the same priced MAD-4A if there were lots of flying units about. This one has dual ERPPCs and the LB10X.
MAD-5B. 26 Pts. I can see no reason to take this design. Its expensive, its ballistic attack is 3-4-3 with BG1, and it does have 8 turns of ammo. However it has no CASE, and its energy attack is only 2-2-2. It can overburn by 1 but that doesn't help enough. It simply isn't worth the points over a MAD-4K. 2 ERPPCs and a GR fill out the armament.
MAD-5C. 20 Pts. Again another horrible mech. With only 4 structure, a 3-3-2 ballistic attack (2-2-2 energy), and 7 turns of ammo it simply sacrifices too much over the MAD-4A to be a viable option. Even its overheat value is only 1. This one has the dual ERPPCs and the UAC5.
MAD-5W. 24 Pts. This mech gives you 3/5j movement, so it is far more maneuverable than most Marauder IIs. However your attack is energy only with 2-2-2 with 1 overburn. It does have C3I, BG1, and MHQ2.5 so it makes a good WOB Level II unit, but only if the whole Level II can move the same. Otherwise you may as well take a 4A again, which is cheaper and overall more effective. This model mounts dual SNPPCs and a HPPC.
MAD-6D. 24 Pts. Another version with only 4 structure, expensive, but it does give 3/5j movement. Its ballistic attack is 3-3-1 with 1 overburn (energy 2-2-1, no overburn) but it only has 3 turns of shooting. It does include CASE but to compare the design with the same price point 5W, its reduced long range damage and lack of electronics and BG means its just not cost effective either. This sucker has 2 SNPPC, 2 LPPC, and a HPPC.
MAD-6M. 22 Pts. This model, along with the 4A and 4K, are really the only ones I think should be considered. It does only have 4 structure, but its movement goes to 4j. Its energy attack is 3-3-1 with 2 overburn and it even includes ECM. This crazy version has 2 LXPL, 2 MXPL, and an ERPPC.
And finally the super munchy one. The Marauder II "Bounty Hunter". Obviously the Dread Pirate Roberts.... er... Bounty Hunter knows his designs. While the design is a whopping 38 points, it easily rules them all. It has 3j movement, a 5-6-5 ballistic attack (3 overburn) with 5 turns of ammo (2 tons to reload), and its energy attack is 5-5-3 with 2 overburn. It has CASE, AND its BG3 so it has a good chance to obliterate your enemy. However, if your paying points for your game, you could nearly buy 2 MAD-4A's for this, which have more firepower, far more armor, and doesn't put all your eggs in one basket. While this model has 2 ERPPCs, 2 MPLs, and a GR, the jump jets and targeting computer really spike the point cost.
So the Quick Strike/Battleforce calculations really help to see a more of a difference in the designs. The MAD-4A is a great and solid design and should usually be the Marauder II of choice. The MAD-4K or Clan Refit are viable options though, if one has the points to spend. The MAD-6M could be taken if additional maneuverability and jump jets are necessary. Simply don't take the 4H/4S/5A/5B/5C/5W/6D ever, for any reason, they suck. If your in a Solaris VII arena however, the Bounty Hunter's build rules them all.
Looking at these numbers, its pretty easy to see how BV may not be quite so balanced.