Author Topic: Repost: TMP-3M Tempest Strategy Guide  (Read 4286 times)

GespenstM

  • Lieutenant
  • *
  • Posts: 815
Repost: TMP-3M Tempest Strategy Guide
« on: 28 January 2011, 17:37:24 »
Repost Note: This is an old version. It may have errors; please speak up if so.

This is something of an experiment for me, writing what amounts to a 'strategy guide' for a specific Mech. Please note that it will be written in somewhat of an 'in character' form (TMP-3M section roughly circa 3055-3056, TMP-3M2 section several years after, whenever the Storm Tempest makes its in-universe debut), though boardgame terms are included in parenthesis. For example, if the manual says "30 meters", then "(1 hex)" will be written as well.

Tempest TMP-3M Advanced Operations Handbook

Foreword: This document is a complete guide on the proper operation of the Tempest, model 3M. Pilots assigned to a Tempest must read this document in full. It will be assumed you have already read the standard operations manual issued with the Tempest by its manufacturer, Irian BattleMechs Unlimited.

Table of Contents
1: Overview and Role
2: Terrain Considerations
3: Weapons Usage, Brackets, and Ranges
4: Weaknesses
5: Deployment and Partners

6: Gauss Rifle Advisory (New in June 11 update)

1: Overview and Role

The Tempest is one of the FWLM's primary attack BattleMechs. Armed with a variety of weapons, adequate armor for its role, and excellent maneuverability due to its jump jet systems, the Tempest is intended for use in any terrain. A successful Tempest pilot will approach a battle asking which angle to attack from and how best to reach it, using its versatility to overcome more specialized 'Mechs.

While intended for use in any general combat mission, the Tempest excels at close combat. In this regard it is similar to the Anvil, though the Tempest's specific weapons array means it only wants to stay close to the target; being in range for physical blows is not always the correct plan. In fact, even being close may not always be the right choice; the Zeus Slingshot Gauss Rifle gives it exceptional range for stand-off battles, which is advised when facing 'Mechs such as the Hunchback and Axman.

Though the updated Thunderbolt has ousted the Tempest from its monopoly in the role of a general purpose heavy 'Mech within the League military, Tempest pilots should know they remain a viable force on the battlefield and have a few unique advantages.


2: Terrain Considerations
A jump range of 120 meters (4 hexes) allows the Tempest to operate in nearly any environment. However, certain common environments bear further detail.

Plains: Primarily built for close combat, the Tempest is at a slight disadvantage in open field battles. In areas with no appreciable cover, the Tempest's purely average speed makes it harder for pilots to defend themselves and the jump jet systems have only modest value. Your Gauss Rifle is the only reason open field combat is worth considering, as its exceptional range and striking power mean it is capable of destroying enemy targets.

Forests: A near-ideal environment for the Tempest, as its use of a Sutel "Precision Line" Large Pulse Laser and jump jets enable it to remain mobile and capable of reliably hitting its target. Most of the Tempest's other weapons are also practical in this terrain, though the bulky Gauss Rifle may not be easy to bring to bear on anything other than the slowest of foes.

Mountains and Hills: Also an excellent terrain for the Tempest, allowing it to leap from various points of cover with ease while still easily striking at enemies. Opponents without jump jets of their own may find themselves vulnerable to a Tempest jumping behind them, devastating the rear of their engine in mere seconds. Tempest pilots should seek out these kinds of terrain whenever practical.

Cities: While urban combat is strongly discouraged on ethical grounds, there may be situations where FWLM pilots are forced to fight within a city. The Tempest shines here as well, as its Gauss Rifle makes an excellent weapon for use down long stretches of main road. Once battle splits off into alleyways and building-to-building combat, the pulse laser and jump jets once again enable it to thrive. Morally speaking a city is the worst place for a Tempest to fight, but in more detached terms it excels in this terrain, and if forced into such a battle a Tempest pilot should feel confident they can win.

In summary: Mountains and hills are ideal, cities are also suitable when required, and the Tempest can operate effectively in forests even if it is not specifically ideal. Open plains battles are where the Tempest is at its worst, but even then its Gauss Rifle means it will remain relevant.


3: Weapons Usage, Brackets, and Ranges
As the operations manual indicates, the Tempest is armed with six weapons: A Zeus Slingshot Gauss Rifle, a Sutel Precision Line Large Pulse Laser, three Diplan M3 Medium Lasers, and one Irian Weapons Works 60mm SRM-6 Rack missile launcher. This diversity lets it fight at all ranges competently, and it specializes in both close combat and fighting tanks it can successfully get near to bring its missiles to bear on. This chapter will explain the weapons in better detail, and list ranges to establish or avoid.

Gauss Rifle: Your sole long range weapon, a single shot from this weapon can pierce clean through most 'Mech cockpits in an instant and is almost as devastating on any other section of the target. As it is useful at both long and somewhat close ranges, you must exercise caution; do not simply fire because you can. With only sixteen rounds of ammunition, you must make every shot for a good reason. While you need not be overly cautious, refrain from wildly firing this weapon.

Large Pulse Laser: A controversial weapon amongst most Mechwarriors, many have called for the Tempest's pulse laser to be replaced by an extended range particle projector cannon; what they don't realize is this would turn the Tempest into an inferior copy of the Falconer, and this laser gives the Tempest an exceptional advantage in forest and mountain combat. Combined with its jump jets, a Tempest can maneuver behind enemies and fire upon their back with a reasonable chance of hitting them. Once in this range, it can continue to apply moderate damage to important parts of the target, and do so reliably. While a poor general engagement weapon, this laser gives the Tempest the edge in close combat.

Medium Lasers: Considered standard, reliable, and efficient weapons, these round out the Tempest's arsenal well. However, the heat generated by these weapons in conjunction with the others, and the jump jets, can cause the Tempest to overheat. Pilots are advised to only fire two of these at a time in most circumstances, when combined with the other weapons.

SRM-6 Rack: This missile launcher is a close combat weapon with one purpose; to exploit holes in a target's armor and destroy important equipment within the chassis. With only one ammunition bin provided (sufficient for fifteen volleys), Tempest pilots must decide whether they wish to carry standard missiles or inferno warheads. It is generally advised to use standard missiles, though if other 'Mechs in your lance or company have comparable weapons then you may wish to consider having your quartermaster request the incendiary missiles instead; they have use against vehicles, infantry, and many 'Mechs that use an all 'energy weapon' payload.


Weapon Brackets
While heavily armed, the Tempest cannot fire all of its weapons indefinitely. Simulation, engineering, and combat data have shown the following weapon groupings to be optimal.

Indefinite Fire (while running): Gauss Rifle, Large Pulse Laser, all Medium Lasers.
(In game terms: 22 heat vs. 22 dissipation makes this a 'fire all day' bracket.)
Variation: Only slight overheating occurs if you replace one Medium Laser with the SRM-6 Rack. Pilots are advised to continue this volley for no more than half a minute (approx. 4 turns), at which point they will need to omit a weapon or two for a few seconds to cool off.
(In game terms: 23 heat vs. 22 dissipation results in 1 Heat in a full run. 0 heat if you walked. After four turns you'll likely be at 4 heat, and need to back off a little to avoid 5 heat.)

Indefinite Firing (Full Jump): Gauss Rifle, Large Pulse Laser, two Medium Lasers OR one Medium Laser and SRM-6 Rack.
(Game terms: 21 heat vs. 22 dissipation is '-1' heat, so this works all day. It becomes 22 heat vs. 22 dissipation if you use the SRM-6 instead of the second medium laser.)
Variation: Add one Medium Laser or SRM-6 Rack to the volley; this can be done twice in succession if the additional Medium Laser is used without significant overheating, or just once with the SRM-6; pilots will need to cool down afterward.

Alpha Strike: All weapons. The Tempest's heat dissipation is such that this is rarely a major danger to the pilot or the engine. Care should be taken when using this tactic while employing jump jets, as the engine's output will drop momentarily, slowing the Tempest down.
(In game terms: Weapons build 24 heat total. 1 for walk, 2 for run, 3 or 4 for jump will put you at 25, 26, 27, or 28 heat accordingly. Heat 25 and 26 vs. 22 dissipation are 3 or 4 overheat, while a jumping Alpha will hit 5 or 6 heat, enough for -1 MP.)


Ranges
Unusual for a close combat 'Mech, the Tempest pilot does not necessarily wish to be in distance for physical combat. While the specific range you employ should be based on the opponent at hand, these ranges are generally worth keeping in mind. Any range not listed has no specific advantage or flaw for you.

30 Meters (1 hex): While not an optimal range, the Tempest can fight well here. The Gauss Rifle is too bulky to be reliably used this close, but the Tempest's thick legs allow it to deliver a devastating kick to compensate for this. This is a good range, but not ideal.

60 Meters (2 hexes): Generally a poor range for the Tempest to fight at; its Gauss Rifle remains hard to quickly aim at the enemy, yet you cannot lunge in for a kick either. One of the worst places for a Tempest to be, you should avoid this distance in most cases.

90 Meters (3 hexes): Usually the ideal range for a Tempest to fight at; all of its weapons are at their peak efficiency at this distance while it remains out of range of heavy close combat weapons such as hatchets and particularly heavy punches or kicks. Unless you have a specific reason to be closer or further away, you should always strive to be within 90 meters of your primary target.

210 Meters (7 hexes): Also a strong range, as it keeps you somewhat at bay from the heaviest of close combat weapons such as 'Class 20' autocannons, while your pulse laser is moderately effective and your gauss rifle is easy to use. While not generally as good as 90 meter distance, being at 210 meters protects you from certain weapons while still enabling you to return fire effectively.

450 Meters (15 hexes): Due to its ballistic nature, a gauss rifle is slightly more effective at this range than its peers, the extended range particle cannon and long range missile rack. A mere 30 meters closer (14 hexes) enables them to strike at you just as well, and as this is your sole long range weapon it would serve Tempest pilots well to maintain this specific distance if moving to close combat is impractical.

630 Meters (21 hexes): A poor range for the Tempest for the simple reason that this is the maximum range of a standard long range missile. If at all possible, Tempest pilots are urged to either retreat 30 meters so that their gauss rifle may fire, or advance to 450 meters.

660 Meters (22 hexes): The very edge of effectiveness for your gauss rifle; shooting beyond this distance cannot be considered reliable or accurate. Being any further than this range from your enemy is generally not advised.

690 Meters (23 hexes): You can no longer engage targets, but remain in range of the extended range particle cannon and light gauss rifle. A few other additional weapons may also be in range. Tempest pilots at this distance should either advance or retreat as the situation demands; this is the worst possible place for a Tempest to be.


4: Weaknesses
While powerful, the Tempest is not a perfect machine and pilots should bear the following issues in mind.

Primary Weapon Vulnerability: The primary weapons of the Tempest are housed in the arms, which have slightly less than average armor coverage for a 'Mech this size. Particular care must be taken to avoid repeated hits to the right arm; the gauss rifle can have a catastrophic electric discharge, disabling the weapon and potentially the rest of the Tempest as well.
(Game terms: The gauss and large pulse are on arms with only 18 armor. 2 ERPPC hits can cause a crit on them. Be very careful not to let someone roll repeated attacks on your Right Side Table, and be advised an AC20 hit to either of these limbs can remove a primary weapon instantly, if they get lucky on the crit roll. My best guess is that the two extra armor that normally would go here went to the legs instead.)

Rear Armor: The Tempest was apparently designed on the assumption its jump jets would enable it to always present its front to enemies. This is often the case, but care should be taken against extremely fast foes who can get behind it. While the sides of the back are reasonably protected, the center is only slightly better off; a single hit from even a large laser may gut the engine or gyro. Avoid presenting your back to an enemy if at all possible.
(Game terms: The rear torso armor coverage is 6/7/6. The 6 on the side torsos is typical, the 7 for center torso rear is not; a few extra points went to the front instead, apparently.)

Ammunition Explosions: The Tempest lacks "CASE" panels for its ammunition, and the gauss rifle may have a catastrophic discharge if hit by weapons fire. Your automatic ejection system will protect you, but it must be noted that this system will engage both when the SRM-6 bin is hit, or the gauss rifle discharge occurs. FWLM standard doctrine does not endorse disabling the automatic ejection system due to this in most circumstances, so pilots must take care to protect the gauss rifle.
(Game terms: Since it's an XL mech, it's not too surprising it lacks CASE; an ammo boom is still a mission kill. Ejecting due to a gauss hit would suck however, so if you're playing a 'one-session' game, turn off auto eject, gauss hits will trigger it. If playing in a campaign, it's up to you how to deal with this; protect the pilot by leaving it on, or keep him in the fight after a gauss hit by turning it off?)


5: Deployment and Partners

Standard FWLM practice deploys Tempests either in lances consisting solely of Tempests, or in mixed pairs with the Shadow Hawk 5M or 7M models. Logistical reality means this may not always be the case however, so lance and company commanders are advised to consider the following particularly compatible partners if another Tempest or Shadow Hawk is unavailable.

Anvil: In any configuration other than its '8M' model with Arrow launchers, the Anvil works well alongside the Tempest. The 5M model provides passable long range support while still being competent at close combat, and all other versions can contribute their own pulse lasers to savage a target in close combat. The 3R model can draw fire for the Tempest, while the 3M and 6M models can keep up with it in most terrain thanks to their 90 meter (3 hexes) jump range. Most Anvil variants also provide ECM protection, which can be a significant boon.

Griffin 3M or Kyudo 02 or Kyudo 03: These 'Mechs carry a heavy long range weapons payload, which when combined with the Tempest's gauss rifle allow them to rapidly open holes in the enemy's armor or outright destroy them. This pairing allows them to engage in stand-off combat if moving to close range is ill-advised, and allows the Tempest to take full advantage of its SRM-6 Rack if it does move in. The Griffin has the added perk of being jump capable, and thus able to follow the Tempest through unusual terrain and routes.

Hercules: An effective general purpose unit, the Hercules' class 10 autocannon can fire 'cluster' rounds that take advantage of the heavier weaponry employed between these two machines. The only significant flaw in this pairing is that the Hercules cannot jump, so their maneuvers will be reliant on where the Hercules can actually get to.

Thunderbolt 9M: With an identical movement profile as the Tempest, this pairing uses a variety of weapons to choose which range they wish to fight at. While ideal at no one range, both 'Mechs are competent at any distance and can thus pick what kind of battle they wish to be involved in. The Thunderbolt's LRM-15 Rack and Light Gauss Rifle work together very well with the Tempest's standard Gauss Rifle, covering the aspects of combat that weapon on its own cannot.

Guillotine 5M: In many ways, these are virtually the same 'Mech; their movement profiles are similar, and the only serious difference is that the Guillotine carries lighter weaponry in return for using a heavier but more durable engine. While not an ideal partner given its very basic long ranged weaponry, a Guillotine can work with a Tempest to savage most targets in close combat with ease.

Wolverine 7M or 9M: Essentially faster takes on the Tempest's mission role and with a slightly stronger emphasis on ranged battle, these Wolverine variants have a mix of long and short range weapons and are jump capable. They make excellent partners to the Tempest for this reason; they shore up its weaknesses, while also being able to follow it into close combat if the need arises.

Fire Support Units: In general, any 'Mech with a significant fire support role can work well with the Tempest. The Awesome, Longbow, Albatross, Rifleman, Apollo, some Banshee variants, Cerberus/Mantaray, Archer, and so on can cover for the Tempest's long range firepower being merely adequate. In many cases these units can either protect themselves, or the Tempest will be able to reliably stay near them to serve in 'bodyguard' roles.


6: Gauss Rifle Advisory

Tempest pilots should understand that in their role as a 'heavy attacker', they will draw significant attention to themselves. This is not simply because they wish to be within ninety meters of the enemy, but rather because the Tempest is equipped with a powerful gauss rifle. This weapon, regardless of manufacturer, has a well deserved reputation for stopping power and a perfectly placed shot to the cockpit can disable the mightiest of 'Mechs in a single blow. Small wonder then that mounting even a single gauss rifle makes any 'Mech stand out, and your Tempest is no different.

To put this as bluntly as possible: Because you have a gauss rifle, you will draw a great deal of enemy fire. Many Mechwarriors treat the gauss rifle as their greatest 'Mech scale' fear on the field, and if you are the sole wielder of a gauss rifle in your lance or company you may find yourself attacked by every single opponent aware of you. There are only three, or four at most, reasons you might not be targeted in this fashion:

1 - Another 'Mech in your unit has greater firepower. A Cerberus ('5M Mantaray' variant or standard), Perseus Alt. Configuration B, Orion 2M, and similar machines carry a gauss rifle like your Tempest, but have even more long range firepower. In this circumstance, they may find themselves bearing the brunt of the enemy's attack instead.

2 - You cannot be engaged for whatever reason. Perhaps you are out of the enemy's field of fire and/or sight. Given your Tempest's purely average speed and heavy firepower, this should be avoided unless all friendly units are similarly unable to be attacked. A heavy attack 'Mech does us no good if it is cowering behind cover while your comrades are being fired upon. Exception: Bodyguard duty. If you are not needed on the front lines and it is imperative you protect a fire support element or other vital part of our strategy, there is no shame in staying out of the way of fire unless enemies venture close to those you are protecting.

3 - Enemy is unusually level-headed. Some opposing forces may be able to maintain their calm even in the face of a gauss rifle, and fight based on what they see as more pressing tactical or strategical matters. While this may be to their advantage, it also serves the Tempest pilot well, allowing you to bring your exceptional firepower down on targets without the drawbacks that your extra-light engine would suffer from under sustained, massed fire.

4 - Single combat against a clan Mechwarrior. FWLM doctrine strongly discourages this kind of battle; a Mechwarrior so absorbed in his own ego as to enter duels and especially against a technologically superior foe, has no place in our strategy. There may be rare exceptions where this is a good idea or circumstances force you to enter such a battle, but the clan firepower not directed at your Tempest will go to your allies instead; many of whom will lack the armor to withstand their weapons.

GespenstM

  • Lieutenant
  • *
  • Posts: 815
Re: Repost: TMP-3M Tempest Strategy Guide
« Reply #1 on: 28 January 2011, 17:38:24 »
Had to split this into two posts to make it fit.

===Addendum: TMP-3M2 Storm Tempest===

Since this operations manual was first written, Irian BattleMechs Unlimited has developed a Tempest variant, designation "TMP-3M2 Storm Tempest". While built from the same chassis as the standard Tempest and having similar armaments, it is used in a somewhat different fashion. This appended chapter will teach Storm Tempest pilots how to best operate their 'Mech.

1: Summary of Changes

Built from the standard Tempest, the Storm variant has the following differences from it:

 - All medium lasers replaced with extended range models.
 - Gauss rifle replaced with light gauss rifle.
 - Short Range Missile rack upgraded to Streak version.
 - Slightly increased armor; the maximum the chassis can reasonably sustain.
 - Extended range small laser installed in weapon pod with light gauss rifle.
 - Heat dissipation slightly improved due to one additional heat sink.

 - Pre-built with leg actuator upgrades that standard Tempests receive in maintenance (Reference Force Cmdr. Joseph Huda and the "Black Rose" Tempest's frequent jumping against a Mad Cat during Operation Bulldog for why this concerns Tempest pilots)

These changes are all minor on their own, but when added together result in a 'Mech that looks similar to the standard Tempest, yet fights very differently. The following sections will clarify this.

It should be noted that despite their seemingly odd weapons array, League quartermasters have found it easier to procure parts for the Storm Tempest and thus it is not at all unusual for this variant to be assigned to certain units. (In game terms: The Storm Tempest's BV is 1642, versus the normal Tempest's 1786. That's 144 BV you could spend on a different unit if necessary, in BV-balanced games)

2: Mission Roles

The Storm Tempest is not a heavy attack 'Mech in the same sense its predecessor is. The loss of the gauss rifle alone is sufficient to make this true, but the upgraded weaponry on your Storm Tempest only reinforces this point. Storm Tempests excel at the following tasks:

Finesse Front Line Battle: While your weapons are not as heat efficient as standard models, they have further reach. This leads to an unusual situation where you wish to be on the front lines and engaging the enemy up close, but you wish to be slightly further away than that term would normally imply. With practice, Storm Tempest pilots can find these small gaps where the enemy's weapons are less effective, while yours work optimally.

Harassment/Defense Breaker: It is not unusual for an FWLM unit to come across an enemy that is firmly entrenched behind a hill or other significant cover, with wide open terrain between you and them making it suicidal to advance. In these cases, your commanding officer (or you, if you are in command) may request all friendly units stay out of weapons range, while directing you to close to 720-750 meters and open fire. Unless the defending force has one of the few direct-fire weapons that can reach out to this range, or artillery, you are firing on a foe that cannot retaliate. It is true that you will be doing only modest damage, but they are doing no damage at all and will, barring exceptional patience, either come forth to fight you or pull back; both situations work out well for our purposes.

Back Attack: As Storm Tempest pilots are not expected to bear the full brunt of the enemy's assault head on, it can be perfectly acceptable for you to get behind the enemy. Your high number of weapons serve you well in this role, as does your longer range profile for 'close combat' work. These factors combine to let you stay at a safe distance from certain battle armor teams that are often seen in bodyguard roles for enemy fire support units; those extra 30 meters (extra 1 hex, e.g. your Range 4 versus their Range 3 short range) can be all the difference, and are an advantage even the Wraith does not necessarily enjoy for optimal performance.

Bodyguard: You are still capable in this role. A Tempest may perform this role better, but a Storm Tempest is genuinely competent at it and can be used in this fashion if necessary.

As a caution, there is one role outlined below that you should not use your Storm Tempest for.

Defunct role - Long Range Combat: Due to your lack of a standard gauss rifle, the Storm Tempest is not a long range combat unit. There is a difference between using the light gauss rifle to break a defensive position, and being capable if the opponent advances even sixty meters upon you. If you are both at long range, you are doing something wrong and need to either advance or pull back; the former to strike your enemies, the latter to avoid fire while still doing small amounts of it yourself.


3: Weapons Usage, Brackets, and Ranges

Brackets:

While you have a slightly improved cooling system in your Storm Tempest, the additional heat generated by your upgraded weapons means you still cannot fire wildly, and must instead choose an optimal weapons mix for your situation. While circumstances may force different mixes, the following lists of weapons can be used as a 'quick reference' of good choices.

Long Range: Light Gauss Rifle only, by default.

Close Range Indefinite Fire: Running Speed, 3x ER Medium Laser, 1x ER Small Laser, Light Gauss Rifle, Streak SRM-6. May substitute Large Pulse Laser for 2x ER Medium Laser.

Variations: Jumping causes only minor overheating in the above array and can be used frequently. Slowing to walk speeds permits the use of all weapons but a single ER Medium Laser for a single volley without unsafe overheating.


Close Range Alternative: Light Gauss Rifle, Large Pulse Laser, 2x ER Medium Laser, Streak SRM-6.

Heat Notes: Walking Speed enables this volley to be safely used twice in succession, Running Speed only once. Jumping 90 to 120 meters (3 to 4 hexes) will cause enough heat buildup with this volley that you will lose roughly 1/6th of your land speed for several seconds upon landing, but is otherwise not specifically unsafe.


Ranges:

The subtly different range and firepower profile of your Storm Tempest requires subtly different ranges to be effective. Bear in mind the following about each range. As always, exceptional circumstances can merit ignoring these 'rules'; the correct place to be against an Archer or Thunder Hawk is as close as you can possibly be, for example.

30 Meters (1 hex): Acceptable. Your slightly improved leg armor makes this a little less risky than it would be in a standard Tempest. However, your light gauss rifle becomes even less wieldy at this distance and being this close ignores your strengths. While not strictly a bad range (and there are many reasons you may wish to close to this distance, such as kicking off the leg of a weakened enemy), there are almost always better places for you to be.

60 Meters (2 hexes): A terrible choice. Same as the standard Tempest, you are at a disadvantage here... and for the exact same reasons. Either advance to within 30 meters, or pull back slightly.

90 Meters (3 hexes): Good but not ideal. The optimal range for your missile rack and pulse laser, but your light gauss rifle will have trouble tracking enemies this close. This is essentially a trade-off. It must be noted that at 90 meters, your opponent's specialized close combat weapons (such as 'class 20' autocannons, large pulse lasers, and so on) are at their optimal range, so you may wish to avoid this.

120 Meters (4 hexes): Ideal in most circumstances. Excepting combat against gauss rifles, this is where a Storm Tempest pilot wishes to be. You are at optimal range for your extended range medium lasers and light gauss rifle, and the missile rack being a 'Streak' model means it will not fire (and thus consume ammunition) unless its targeting system is certain it will hit. Being at this distance lets you bring your close range firepower to bear, yet many of your opponents will be slightly outside their ideal weapons range. Maintaining this distance from a target is difficult, but extremely rewarding.

150 to 210 Meters (5 to 7 hexes): Acceptable but not particularly special. Your weapons work well here, but no better than those of the enemy. If possible you should advance to 120 meters, or retreat to 240 meters.

240 Meters (8 hexes): Your second best range. Your medium lasers and light gauss rifle are both very effective at this range, while you're somewhat protected from return fire. 120 meters may be ideal, but 240 meters is a strong range and perhaps easier to safely maintain.

270 to 360 Meters (9 to 12 hexes): The maximum ranges you can fire upon a target and have any realistic chance of doing meaningful damage. These distances are not particularly ideal for you, but not wholly unacceptable.

390 to 690 Meters (13 to 23 hexes): If you're at this distance, you need a very compelling reason as to why; your sole weapon at these distances is a light gauss rifle, yet you are within range of your enemy's primary weapons such as long range missiles, gauss rifles, particle cannons, and so forth. Either advance or pull back; you contribute very little to the mission at these distances.

720 to 750 Meters (24 to 25 hexes): Acceptable in special circumstances. If you are bodyguarding a fire support unit (such as an Awesome), you are able to contribute without exposing yourself to counter-fire from machines such as Devastators and Thunder Hawks while still staying close to whomever you are protecting. This distance is also ideal for firing on an enemy's defensive position so long as all of your allies are at this distance or even further back, provided the enemy does not have artillery or clan-model large lasers. If all of these conditions are true, you may harass the enemy with light gauss rifle projectiles while they are unable to meaningfully retaliate. A patient enemy may weather this, but they may also pull back (letting you advance) or move forward, in which case your 'inferior' rifle has had a unique tactical impact.


4: Additional Considerations and Conclusion

The Storm Tempest requires special handling to realize its full potential. Nowhere near as easy to pilot as the standard Tempest, and lacking the sheer stopping power of its gauss rifle, a Storm Tempest must carefully take advantage of its 'extended close range' in order to defeat its enemies. This range advantage lets it fight in an up-close style, yet keeps it safer from its peers such as the 'class 20' autocannon, most pulse lasers, and the typical armament of battle armor teams. This gives it a unique value against many of our enemies, so Storm Tempest pilots should reject the notion they are piloting a 'downgraded Tempest'; you fill subtly different roles from pilots of the standard model.

Regarding harassing defensive positions with your light gauss rifle: While this is a powerful tactic, it only ends a stalemate (and only then if the enemy reacts to it; some will be patient enough to wait for your ammo to run dry). On its own it does not win a battle. Once the enemy has pulled back or advanced, you need to do the same. To put this in the strongest emphasis possible, your light gauss rifle is a specialized tool, not your workhorse. It is not a primary weapon, and if you are within the enemy's weapon range while only firing this, you are almost certainly doing something wrong. Harass them into moving, then close for the 'real fight.'

Pilot safety advisory: At a distance, Storm Tempests look very similar to the standard Tempest. Their only visible differences are slightly thicker armor on the arms and legs, and a thinner rifle attached to the right arm (with a small laser attached to the rifle as well). It is entirely possible your enemy may still believe you have a regular gauss rifle and direct heavy fire your way. Storm Tempest pilots must be careful to manage this risk while closing to their ideal weapons ranges as a result. How you deal with this is up to you and your commanding officer, but it must be kept in mind. On the other hand, particularly sharp-eyed opponents may notice the differences immediately and react accordingly.