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GreekFire

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ProtoMechs: A Comprehensive Guide - Part 2: Tactics
« on: 19 November 2014, 00:41:39 »
ProtoMechs: A Comprehensive Guide
Part 2: Tactics

Now that we’ve gone over force selection I’d like to explore tactics that will help you get the best out of your ProtoMechs. A disclaimer: certain of these tactics not work properly if the opposing force is entirely made up of jumping units. Even so, forcing enemy 'Mechs to jump at the right time can give your overall force an exploitable advantage. Certain of these tactics may seem familiar or common knowledge as well; some may be used with ‘Mechs, vehicles or Battle Armor. I will go into them regardless, hopefully offering a new perspective on some older tactical decisions.

These will be split into three discrete sections: General Tactics, Defensive Tactics and Offensive Tactics. A fourth Miscellaneous Tips section will take a look at other ways to get the most out of your ProtoMechs. The final section will touch upon urban combat and how to best use ProtoMechs within the urban labyrinth.

Boggart ProtoMech, from the Wars of Reaving.


BASIC TACTICS

Tactic 1 - Encirclement

A key advantage of most ProtoMechs is their incredibly low BV/unit ratio. Clan players can easily field entire Points of Protos if they so choose, giving them numerical superiority over other Clan and even Inner Sphere players. Unlike with certain other cheaper forces, such as conventional infantry or battle armor, ProtoMechs can also reliably move at decent speeds, able to engage and disengage on their own.

One of the best ways to use this advantage in numbers is through Encirclement. Basically, an entire Point (or more) of Protos is used to severely limit the movement options of a target unit, cutting down on their to-hit numbers and potentially funneling them towards an unfavorable position. One perk of this tactic is how it is still effective even if you lose initiative - a light ‘Mech that has just backstabbed one of your units can be reduced down to having no movement modifier if done right.


In the example shown, the Locust IIC can no longer move in a straight line towards its objective. This gives it two options: use the open hole to move in a new direction, or spend 7 MP to continue moving in the same direction as before. If Encirclement is used against slower movements, they can be funneled towards specific parts of the battlefield. Using this illusion of liberty, a player can push the target towards an ambush or minefield, call in accurate artillery fire, or simply move them to a more vulnerable portion of the battlefield. Of course, it can also be combined with existing terrain to completely shut down the targets movement.

This tactic works best in a non-zellbrigen environment, where not only multiple points can work together to keep a target in place, but where heavier allies can take advantage of this drop in target movement modifiers. Heavily armed and armored ProtoMechs can still use it within zellbrigen if they manage to get the drop on their target; it can also help keep an opponent within range of certain near-melee weapons such as the ER or Pulse Micro Lasers.

Tactic 2 - Micro

Micro is something that can be used with every unit, but it truly shines when used with ProtoMechs. This tactic involves keeping all of your units alive, keeping your total DPS as high as possible for as long as possible. If your opponent focuses on a ProtoMech that is easier to hit the first round, make sure it becomes either harder to hit or that there is a more tempting or obvious target on the second turn. Two scenarios can emerge here:
  • Your opponent doesn’t pay attention to the micro, and focuses on the easiest unit to hit every turn. Perfect! Your ProtoMech Point just got a lot more dangerous. Keep it up.
  • You notice your opponent is going for the kill every time you attempt to micro. This opens the door to using feint retreats. You’ll want to pull the damaged unit back to where the enemy will be put into an uncomfortable position if he chooses to chase it; it can be a deadly tactic although it is one that depends on your opponent losing his/her cool.


The Spirit here chose to target the ProtoMech directly in front of it on the first turn. The Gorgon, being a tough unit, survived the assault, and on the next turn moved straight to the rear arc where the Spirit would no longer be able to bring most of its firepower to bear. This forces the Spirit to preferably attack a different target, such as those encircled in blue.

Micro is something that should be used all the time, whether on the offensive or the defensive, with very few exceptions. It is an absolute necessity when fighting using zellbrigen. ProtoMechs are fragile units, and using micro is something that will keep them alive that much longer.


DEFENSIVE TACTICS

Tactic 3 - Defensive Backstabbing

Heavily armed ProtoMechs can dissuade your opponent from going in for otherwise easy backstabs if one or more are kept near your main force. This works best if the ProtoMech(s) used are equipped with jump jets or have a high enough ground speed to ensure that they’ll get in the right position to take down their target. Since most backstabbers are light ‘Mechs with extremely limited armor on their rear arcs, this can take them down in a heartbeat.

Although I call this "Defensive Backstabbing", it can be combined well with general Encirclement tactics to overwhelm the backstabber with firepower while your main force can continue focusing on any primary targets. If your opponent makes the mistake of staying in the first hex immediately behind on of your own 'Mechs, you can use Encirclement to take away all movement options and get an easy kill in the next round.


In this example, the Delphyne was previously adding its firepower to the punch of the Blood Kite. When the Incubus moved in for the backstab, the Delphyne maneuvered in back of it to threaten it with an accurate 7-point hit to the rear. Even if it misses, the memory of this event might discourage the Incubus from going for another backstab any time soon. Had more ProtoMechs been available, the Incubus could have been pinned into place and dismantled within a turn.


Tactic 4 - Defensive Wall

In this scenario, one or more ProtoMech points form a literal wall across the battlefield to prevent the enemy from closing with vulnerable fire-support platforms or their objective. The enemy will then have one of three options:
  • Bypass the wall, wasting MP and time. This is probably the worst choice. The wall can reform the next turn and continue the block unless the bypasser is in a very fast machine.
  • Destroy the wall. If used in conjunction with fire-support platforms, this scenario buys them more time to fight at favorable ranges, hopefully giving you time to deal more damage than your ProtoMechs take.
  • Fall back. This can work well depending on the situation, and the Player using the ProtoMechs should be wary of having them baited into areas where the fire-support platforms are no longer able to support them. I would say this is the best option when faced with a wall; try to take apart as many ProtoMechs as possible in the initial turn, while giving the fire-support platforms as few turns of direct combat as possible.


This example shows the potential deadliness of this tactic. By blocking the Burrock at ranges 6-7, the Blood Spirit player can concentrate on dealing as much damage to it as possible with the Blood Kite at much reduced risk. The two Adder 'Mechs can attempt to break through the wall, which will give the Blood Kite more time to shoot with its LRMs and ER Large Lasers. This decision would also cause the Adders to stay within favorable close-quarters ranges with the Chrysaor ProtoMechs. If the Adder 'Mechs fall back, the to-hit numbers of the Blood Kite go up, and any pursuing Chrysaors will be devastated with little reprisal.

This is another tactic that comes into its full potential outside of zellbrigen. If you are using quick, long-ranged ProtoMechs, there exists the option to use them to block a 'Mech currently engaged in zellbrigen with a different ally while still fighting at effective to-hit numbers. This tactic is dastardly, and most definitely falls under the "Opportunistic" category of zell.


OFFENSIVE TACTICS

Tactic 5 - Offensive Wall

We have already looked at the Defensive Wall; this is the other side of that coin. In this case, ProtoMechs will flank the enemy and form a wall that the opponent once again has to break. The difference, however, if that this wall allows slower friendly units - such as heavy ProtoMechs, close-ranged brawling ‘Mechs, or Battle Armor - to catch up and devastate the trapped enemies. This can be absolutely devastating if used to cut an enemy force in half while simultaneously dropping off Battle Armor or conventional infantry in their midst; the enemy now has to choose between targeting the main force pushing up towards them, the ProtoMech force keeping them locked in, or the infantry attempting to swarm them.


We can see here that the Procyons have cut off a large number of movement options for the Steel Viper 'Mechs. Not only this, but every hex with a green dot is a location that can be reached by an Elemental Point on the next turn; these are to be avoided unless the 'Mechs want to suffer from leg crits or get swarmed. This leaves the two 'Mechs with one effective movement path, one that remains within shooting range of the Elementals and that can be blocked again by the Procyons on the next turn.

Walls don't always have to be completely solid. In this example, the ProtoMechs could allow the Kit Fox to escape - only to focus on pinning down the Crossbow  to quickly destroy it. Leaving a gap to allow quicker units to escape, only to close it off behind them, can be an effective way of splitting and destroying an enemy force.


Tactic 6 - Indirect Fire

ProtoMechs stand only one level tall, making it incredibly easy to find cover to put them behind and rain down indirect fire. They also work well as spotters for LRM boats; quick movers like the Siren are not only some of the cheapest ways of fielding such as fast unit, but also don’t have to worry about sideslipping or skidding, and have the extra “Missed Shot” locations to help keep them alive. Even LB-X rounds (still as much a nuisance as always) are less effective than against hovercraft or VTOLs.


Although mixed points of LRM and Spotter ProtoMechs can be effective, attempt to use pure Points when using larger numbers of Protos. Having both Spotter and the LRM Protos on the same initiative spot is more of a disadvantage than an advantage, and should only be used if you are only using a Point of Protos. However, if you have other sources of LRMs - vehicles, 'Mechs, etc - then investing in Cecerops or Siren Protos is an excellent choice. The Satyr 2 offers a decent and readily available jumping alternative while the Satyr 4 brings Light TAG to the table and synergizes well with Arrow-IV platforms.


MISCELLANEOUS TIPS

Rear Arcs
One often overlooked advantage of the ProtoMech is its lack of a rear arc. This gives slashing attacks used by them more speed, and allows them to move into optimal positions without having to worry about fragile rear armor. This advantage is best used with ProtoMechs wielding Main Guns; a Main Gun gives a ProtoMech a 360 degree firing arc, allowing them to fire straight behind them with what is usually their largest gun.


Tactical Zell
There are many situations where an army using ProtoMechs will not want to adhere to zellbrigen. There is one - although slightly dishonest - way of pressuring an opponent into breaking zell and therefore causing a melee. When engaging target ‘Mechs or vehicles in zellbrigen, two Points can begin intertwining and maneuvering through each other, causing the maximum amount of confusion for the opponent. This can be made worse by using a longer-ranged ProtoMech Point to create a wall or encircle a ‘Mech they are not currently engaged in zellbrigen with. This gives an advantage to the other friendly unit(s) combating that target, pressuring the opponent to target the ProtoMechs and break zell.


Since this can be a difficult concept to visualize, this picture shows a quick example of it. The ProtoMechs circled in blue are engaged with the Crimson Hawk with the blue dot, which the red Protos are engaged with the red-dotted 'Mech. By placing a "sacrificial" ProtoMech close to a target it is not engaged with, zell can be broken by an inattentive opponent giving your ProtoMechs to swarm the offender without any prior warning.

Of course, "Tactical Zell" should be used only if:
   a) There are ways of differentiating between Points.
   b) You remain honest with which Point each ProtoMech belongs to.
This is ultimately a boardgame, and if you or your opponent are no longer having fun then there’s a problem. This still remains a way to fluster an opponent or push him towards engaging on your terms.


Alternate Munitions
ProtoMechs have few restrictions as to which alternate munitions they can carry. They can swap any number of rounds of normal ammo for specialized ammo, although they have to pay a 2:1 ratio for all of them except for Infernos. One bonus is that they don’t have to worry about inferno explosions like ‘Mechs do, and don’t have to worry about wiping out the rest of their Point when they die like Battle Armor do. This makes certain SRM-heavy ProtoMechs excellent Inferno carriers, and can make Points of them extremely dangerous to your standard Battle Armor designs.

The two Minotaur variants with autocannons can also use alternate ammo types; the LB 2-X Minotaur can easily load cluster ammo to become the cheapest AA platform around, while the ProtoMech AC Minotaur can instead swap over to precision rounds to allow it to plink away at longer range.

LRM ProtoMechs can each load up on a few Thunder rounds to quickly blanket a small region with minefields at low cost. Alternatively, they can load up on Swarm or Smoke rounds to give the force some added flexibility. The Sprite and Hippogriff can be particularly useful here, the Sprite due to its four LRM-5 launchers, and the Hippogriff with its very deep ammo bins. The Basilisk can benefit here, using a single round of specialty ammo to either help it close (with smoke) or prevent its target from escaping (with mines). Another 'Mech that I would recommend trying with specialty ammo is the Centaur; it gains incredible flexibility and it helps use up its deep ammo bins.

Finally, if ever using a ProtoMech with the Fusillade system, remember that any of the ATM or iATM alternate munitions may be used. HE is a good choice, boosting up damage to get the best out of the weapon, but IMP or IIW might be good situational choices.

Minotaur XP, from TRO:Prototypes

URBAN COMBAT

ProtoMechs are, quite frankly, some of the best urban combatants a player could hope for. Having no piloting skill, they cannot skid over asphalt. This is incredible useful for scouting ProtoMechs, giving units like the Satyr an effective ground speed of 11 when maneuvering through twisting roads where faster scouts have to slow to avoid crashing. Trooper Protos should also be able to join combat faster than any ‘Mechs with the same movement profile as them. This "extra" MP is also more readily used with ProtoMechs standing only one level above underlying terrain; they can close in many situations where a 'Mech would have to sit back.

Having the ability to enter medium, heavy and hardened buildings (risk free) for less MP than any ‘Mech gives them yet another advantage. Therefore, they can also move through urban cover at speeds unmatched by any unit except for the fastest of Battle Armor. That many of their short-ranged weapons excel in the close confines of city streets plays into their multiple other urban strengths.

Additionally, the standard formation of five ProtoMechs to a Point makes encircling targets an amazingly easy prospect. This can be used to pin enemy scouts in place, holding them down until heavier friendlies can engage and put down the target through massed firepower. Even if no friendlies are available to provide support, ProtoMechs can slow down an advance by rotating the ProtoMechs blocking the street with ones that were previously huddling in buildings.


The Basilisks and Centaurs here have managed to trap a Stormcrow in place. This Encirclement is made even worse by the presence of blocking buildings, and the Stormcrow can only effectively damage the Basilisk standing right in front of it. Once the lead ProtoMech becomes too damaged, it is a simple affair to swap it out with another, while keeping the Stormcrow trapped in place. The speed of ProtoMechs in urban terrain makes scenarios like this surprisingly easy to accomplish.

Since many urban ‘Mechs are equipped with Jump Jets, it can be better to send ProtoMechs to hunt down enemy vehicles, Battle Armor or Infantry. When combined with Inferno rounds, a Point of ProtoMechs can quickly flush out entrenched infantry positions at little risk to themselves. Minefields and Infernos also pose less of a threat to ProtoMechs in an urban environment, since they can quickly shift through buildings where the mines cannot reach them. Their speed and Encirclement abilities makes them a huge threat to vehicles, and certain ProtoMech strategies - such as the Defensive Wall - become ridiculously effective if used properly.

~ ~ ~

For the next part of this multi-part series we'll go on a bit of a tangent to examine The Society and their ProtoMechs, and how the Wars of Reaving ultimately changed ProtoMech doctrine into something completely new.

PART 1: FORCE SELECTION MAY BE FOUND HERE: http://bg.battletech.com/forums/fan-articles/protomechs-a-comprehensive-guide-part-1-force-selection/
« Last Edit: 12 April 2015, 21:55:45 by GreekFire »
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Col.Hengist

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Re: ProtoMechs: A Comprehensive Guide - Part 2: Tactics
« Reply #1 on: 19 November 2014, 01:36:18 »
Very nice!
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Re: ProtoMechs: A Comprehensive Guide - Part 2: Tactics
« Reply #2 on: 19 November 2014, 02:01:56 »
the nice thing about this is that since the tactics described here are mostly about position of the proto's on the map, they can be easily adapted to Alpha Strike as well.. (where the article about selecting your proto's is a bit less useful, given the lack of mixed points and the way the stats get reduced down)

GreekFire

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Re: ProtoMechs: A Comprehensive Guide - Part 2: Tactics
« Reply #3 on: 19 November 2014, 11:37:06 »
the nice thing about this is that since the tactics described here are mostly about position of the proto's on the map, they can be easily adapted to Alpha Strike as well.. (where the article about selecting your proto's is a bit less useful, given the lack of mixed points and the way the stats get reduced down)

I've never played alpha strike so unfortunately I can't share any specific tips there. I'd imagine they might be a cheap way of getting a few specials onto the game board. I'm not sure this is correct, but if units can't split their fire in AS then cheap, damageless units like the Siren and Cecerops become even more annoying than in standard BattleTech.

Two things I didn't touch upon here were ambushes and hit-and-run attacks. I figured most players would already know about them, but I might add an additional section later on.
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glitterboy2098

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Re: ProtoMechs: A Comprehensive Guide - Part 2: Tactics
« Reply #4 on: 19 November 2014, 15:32:47 »
I've never played alpha strike so unfortunately I can't share any specific tips there. I'd imagine they might be a cheap way of getting a few specials onto the game board. I'm not sure this is correct, but if units can't split their fire in AS then cheap, damageless units like the Siren and Cecerops become even more annoying than in standard BattleTech.

Two things I didn't touch upon here were ambushes and hit-and-run attacks. I figured most players would already know about them, but I might add an additional section later on.
they can move seperately and split fire, though right now a single card handles 5 proto's as a unit.  so while record keeping is reduced if you focus fire on one target, you can split them if needed. (i believe that Devs are considering splitting proto's down to one card = 1 proto, to reduce the complexity, but AFAIK that hasn't happened yet)

the main downside i right now you have to take full points.. so 5 rocs of the same type, 5 gorgons of the same type, etc. no mixed points.

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Re: ProtoMechs: A Comprehensive Guide - Part 2: Tactics
« Reply #5 on: 19 November 2014, 17:27:37 »
Wow, another great article, even better than the first. As someone who's still something of a novice with Protos, this has been immensely helpful guide: most of the tactics in here are things that would never have occurred to me without lots of playing (and losing).
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Re: ProtoMechs: A Comprehensive Guide - Part 2: Tactics
« Reply #6 on: 19 November 2014, 19:10:29 »
Awesome dirty tactics. You are just evil. I bow down to the master  [notworthy] [notworthy]

You will be HATED by a lot of players in Spain. Good job! O0 >:D
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Re: ProtoMechs: A Comprehensive Guide - Part 2: Tactics
« Reply #7 on: 19 November 2014, 22:47:58 »
Damn, those are some bastardly tactics there. >:D

Not sure how useful they'll prove in my group's fights, which are usually free-for-alls between many small forces, but I think I might be able to put some of them to use. Heck, some of these could also be used by BA or light tanks, such as encirclement.
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GreekFire

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Re: ProtoMechs: A Comprehensive Guide - Part 2: Tactics
« Reply #8 on: 19 November 2014, 23:32:20 »
Damn, those are some bastardly tactics there. >:D

Not sure how useful they'll prove in my group's fights, which are usually free-for-alls between many small forces, but I think I might be able to put some of them to use. Heck, some of these could also be used by BA or light tanks, such as encirclement.

Oh yeah, a lot of these tactics can be used by other units. The main things that make them effective for Protos are:
-The cheap per-unit cost of ProtoMechs
-Their quick speed compared to infantry
-Being able to move five of them at a time to immediately implement tactical decisions before the opponent can react

If you're looking at a 6k BV cap, then using something like a mixed Point of the different Sirens can give you excellent AI capabilities while giving you a cheap way to try some of these tactics out. They'll also be able to knock vehicles into pillboxes for relatively nothing in terms of BV. Use two Points, and you can ensure that they always get good movement modifiers while interdicting at least two locations semi-permanently. There's also the Satyr 4, which is a Proto I know you'd like.
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Re: ProtoMechs: A Comprehensive Guide - Part 2: Tactics
« Reply #9 on: 19 November 2014, 23:59:30 »
One other good tactic: ECM interdiction.  A point of Roc 4s can blanket damn near an entire mapsheet when positioned correctly.
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Re: ProtoMechs: A Comprehensive Guide - Part 2: Tactics
« Reply #10 on: 20 November 2014, 09:17:46 »
So your second tactic, Micro, is basically rotating damaged PMs out of the immediate line of fire and replacing them with fresh units, right? Where did you get the name Micro anyway?

ThatPirateGuy

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Re: ProtoMechs: A Comprehensive Guide - Part 2: Tactics
« Reply #11 on: 20 November 2014, 10:55:53 »
I once used two points of protomechs and two bases of clan heavy jump infantry in a local 5k tournament.

After all the shenanigans that the sprites and boggarts managed to pull a new rule requiring players to have no more than 10 discreet elements in their force was added to future events.

Ah evil, so refreshing.  >:D
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GreekFire

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Re: ProtoMechs: A Comprehensive Guide - Part 2: Tactics
« Reply #12 on: 20 November 2014, 11:38:07 »
So your second tactic, Micro, is basically rotating damaged PMs out of the immediate line of fire and replacing them with fresh units, right? Where did you get the name Micro anyway?

Yep, that's it! It seems trivial, but it can make a huge difference which is why I wanted to mention it.

I used to be a competitive Brood War player way back in the day. Micro was a term used then (probably still used now) to describe the specific micromanagement of small numbers of units in or before combat to increase their efficiency and survival rates.
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cold1

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Re: ProtoMechs: A Comprehensive Guide - Part 2: Tactics
« Reply #13 on: 20 November 2014, 12:09:44 »
Holy wow!!! :o

This is awesome.  These need to be sticky'd archived something...


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Re: ProtoMechs: A Comprehensive Guide - Part 2: Tactics
« Reply #14 on: 20 November 2014, 15:55:29 »
Yep, that's it! It seems trivial, but it can make a huge difference which is why I wanted to mention it.

I used to be a competitive Brood War player way back in the day. Micro was a term used then (probably still used now) to describe the specific micromanagement of small numbers of units in or before combat to increase their efficiency and survival rates.
Your Micro tactic reminds me of WarShip tactics: When one side is damaged roll the less damaged side towards the enemy.

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Re: ProtoMechs: A Comprehensive Guide - Part 2: Tactics
« Reply #15 on: 03 December 2014, 05:36:49 »
 O0

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Re: ProtoMechs: A Comprehensive Guide - Part 2: Tactics
« Reply #16 on: 03 December 2014, 06:02:23 »
Hey, is that article about Society units and WoR-era doctrinal shifts still in the works?
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Re: ProtoMechs: A Comprehensive Guide - Part 2: Tactics
« Reply #17 on: 03 December 2014, 11:51:22 »
Hey, is that article about Society units and WoR-era doctrinal shifts still in the works?

It's temporarily on the sidelines, I want to get a PotW series up and running.
It will come out eventually, though.
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Re: ProtoMechs: A Comprehensive Guide - Part 2: Tactics
« Reply #18 on: 03 December 2014, 13:13:05 »
It's temporarily on the sidelines, I want to get a PotW series up and running.
It will come out eventually, though.

I was planning one for the Sprite(i've still got the rough draft), simply because it seems to be one of the simplest proto's out there to design tactics for.
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Re: ProtoMechs: A Comprehensive Guide - Part 2: Tactics
« Reply #19 on: 03 December 2014, 13:57:11 »
I was planning one for the Sprite(i've still got the rough draft), simply because it seems to be one of the simplest proto's out there to design tactics for.

Feel free to write it up, I don't want to monopolize them! I've just started working on them because I wasn't sure if anyone else would.
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Re: ProtoMechs: A Comprehensive Guide - Part 2: Tactics
« Reply #20 on: 03 December 2014, 17:13:41 »
Question: Don't ProtoMechs operate in Points of 7?
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Re: ProtoMechs: A Comprehensive Guide - Part 2: Tactics
« Reply #21 on: 03 December 2014, 18:37:39 »
Same as most things in Clan doctrine, ProtoMechs operate in groupings of 5. 5 Protos to a Point, 25 to a Star.
Also, as a continued answer to Kojak's earlier question, the article on Society ProtoMechs will be on hiatus until I get some clarification on their ProtoMechs. A lot of them are grossly underweight, and I want to know if they'll be changing at all before writing on how to use them.
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Re: ProtoMechs: A Comprehensive Guide - Part 2: Tactics
« Reply #22 on: 03 December 2014, 20:09:56 »
I believe Society Protos operate in Uns (Points) of 3.
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Re: ProtoMechs: A Comprehensive Guide - Part 2: Tactics
« Reply #23 on: 04 December 2014, 08:22:19 »
I believe Society Protos operate in Uns (Points) of 3.
They do. Un = 3, Trey = 9, Sept = 21

Though the last one might be more theoretical than real, given the Society's resource issues.

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Re: ProtoMechs: A Comprehensive Guide - Part 2: Tactics
« Reply #24 on: 04 December 2014, 10:46:22 »
They do. Un = 3, Trey = 9, Sept = 21

Though the last one might be more theoretical than real, given the Society's resource issues.

A trey is 7 units- two Uns and a commander. The Sept was seen, but usually only for vehicles that were protecting the Brian caches.
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Re: ProtoMechs: A Comprehensive Guide - Part 2: Tactics
« Reply #25 on: 04 December 2014, 12:07:52 »
A trey is 7 units- two Uns and a commander. The Sept was seen, but usually only for vehicles that were protecting the Brian caches.

Not quite. A trey is three Uns, so 9 Protos, 21 vehicles, 3 'Mechs, etc. What you're thinking of is a Sept: 2 Treys and a command Un. For ProtoMechs that gives you 21 total, for 'Mechs its 7.
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Re: ProtoMechs: A Comprehensive Guide - Part 2: Tactics
« Reply #26 on: 04 December 2014, 13:07:22 »
Not quite. A trey is three Uns, so 9 Protos, 21 vehicles, 3 'Mechs, etc. What you're thinking of is a Sept: 2 Treys and a command Un. For ProtoMechs that gives you 21 total, for 'Mechs its 7.

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glitterboy2098

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Re: ProtoMechs: A Comprehensive Guide - Part 2: Tactics
« Reply #27 on: 09 December 2014, 01:39:10 »
only scientists would build a org scheme around prime numbers..

and for completeness an Un is;
1 mech
3 proto's
7 Vee's
1 Aerofighter
3 Battlearmor suits

so a full Sept of Proto's would be 21, a full sept of Vee's would be 49, etc..

usually they mixed and matched with each sept basically being a combined arms force..
« Last Edit: 09 December 2014, 01:42:00 by glitterboy2098 »

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Re: ProtoMechs: A Comprehensive Guide - Part 2: Tactics
« Reply #28 on: 09 December 2014, 04:30:37 »
Hang on; one 'Mech, three Protos, or seven vehicles? Was the Society only deploying Savannah Masters or something?

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Re: ProtoMechs: A Comprehensive Guide - Part 2: Tactics
« Reply #29 on: 09 December 2014, 04:42:46 »
Hang on; one 'Mech, three Protos, or seven vehicles? Was the Society only deploying Savannah Masters or something?
the clan warrior class generally disdained vehicle use, while the SLDF was a big user of vehicles.. so the Society could get a hold of a lot more vehicles from various caches and such than anything else. and going by their RAT's, they were using a lot of SLDF stuff, but across all weight classes. one would presume that vehicle production was not as closely monitored in the homeworlds as well, meaning they could get more clantech vee's via creative bookkeeping than they could mechs, fighters, proto's, or BA suits. one would presume that vehicles were also easier to train crews for (since unlike the rest, they don't need a ton of super-specialized training.)

vehicles probably formed the backbone of most Society Septs.
« Last Edit: 09 December 2014, 04:49:43 by glitterboy2098 »

 

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