you need to actually make it down one sunday so we can actually partake in a QuickStrike game
that, and i still really, really want to see those 6th Donegal Guards... not to mention the Genyosha mechs that were just posted on Camospecs.
i'm with you on the internal structure. the AS7-D really lives up to it's reputation in QS... the thing is a walking fortress. even if you manage to breach those ten points of armor you still have another nine to deal with before the thing goes down. the thing is just a mountain of pain waiting to grind you down. still, if an XL engine gives me enough of a speed boost to bump my TMM i'll take the loss of IS.
as Savage Coyote mentioned, and i pointed out earlier, teamwork and strategy is paramount in QS... that's part of why i enjoy it so much. lucky for me my default 'dash-and-bash' tactics translate to QS nicely. a game we played a few weeks ago was a good example... we were playing a scenario Weirdo prepared for us, a breakthrough battle from Operation Stiletto (IIRC). my team's force had to chase down and then fight our way through a company of defenders. they were given a two-turn head start, and were also retreating towards a box canyon map. we traded some shots for the first few turns, dealing some equivalent damage, but things looked like they were about to get nasty when the enemy dropped back into the canyon to settle in for a delaying action... if they could keep us from getting off the map for another five turns they'd win. i was quite lucky... not only did i get to run the cavalry lance, my teammates were willing to yield the move order to me. our two heavy lances anchored our advance while i took mine up the right flank. some clever maneuvering let me get up on top of the level 8 canyon walls (i used a level 2 hill as a base for the jump) and around their bottleneck. after two turns the enemy company fell apart, with my team killing off a lance of heavy and medium machines in the last turn.
if i hadn't gotten those mechs around the entrance to the canyon we wouldn't have gotten through. we won not because of superior firepower (the flankers, a Spider
, could only muster 2 or 3 points of damage each), but because we forced the enemy mechs to split their fire and move to secure their flank. suddenly the forces at the bottleneck were cut by 50%, which meant our heavies had enough armor to plow through the blockade. i mentioned a Stealth
earlier... an enemy Stealth bounding around in our backfield was our biggest headache, and we never managed to take him down. in the end the firepower of our heavy mechs won the fight, but mobility won the battle.
it was really fun