I have noticed that almost all clan vs IS battles ive watched fall into one of two categories :
-The clan player takes fast mechs, usually meds/heavies that move at least 6/9 or faster, and preferably with as many pulse or long ranged weapons as possible. He then proceeds to run circles around the IS player. If the IS player has a force that all moves at least 5/8 or faster, preferably with long ranged weapons like ER PPCs, he may win, but it will take a very long time because both forces are running and firing at long range on very high numbers. One player usually surrenders when a lucky headcap, triple engine TAC, leg TAC, etc occurs that either prevents the clan forces from running in circles, or the IS forces from giving chase. If the IS player has slow mechs, he is unable to get into range and is easily shot to pieces without so much as a scratch on the clan forces. The clan player never makes any attempt to move closer than 20 hexes to fire his large pulse lasers, ER large lasers or ER PPCs. Games easily last more than 4 hours because very little damage is being done per round.
-The clan player takes a very heavy force. This is usually 2-4 heavies that can move at least 5/8 but pack high armor/fire power (e.g. timberwolves, novacats) or assaults with very high damage potential (e.g. direwolves), possibly a mix of both. The configs show a bias towards long ranged weapons like ER LL, large pulse, ER PPCs, gauss rifles, etc, but favouring energy weapons (presumably becuase of ammo constraints). The clan player attempts to deploy in advantageous terrain (e.g. on a wooded hill) and attempt to get the IS player to charge him, at which point it turns into a shooting gallery. If this is not possible, he deploys in open terrain and spends most of his time walking forward and backwards 5 hexes to give the IS player a +2 to hit mod while giving himself a +1 to hit mod. He will always attempt to stay out of range by walking backwards or running away. He will only move closer when the IS player is too close to avoid and he is attempting to get some kicks/rear shots in, or move into his short range bracket.
The game usually ends in one of the following ways :
1.The IS player refuses to charge the clan player, the clan player refuses to move out of his deployment zone, the game is cancelled, both players walk away with bad feelings.
2.The IS player charges the clan player in his terrain and has his force quickly destroyed, or some kind of miracle occurs (e.g. clan player misses all his shots) and the IS player wins.
3.The IS player brought mostly slow mechs, at which point the clan player just keeps walking backwards till the IS units are destroyed.
4.The terrain is relatively open, the IS player brought a force of mostly fast mechs and manages to get into short range. The clan player is overwhelmed with kicks or point blank shooting and destroyed.
Is this the norm for anyone else? From the IS side, it seems sucidal to take anything slower than 5/8 because they will not be fast enough to chase a clan player, or get into range fast enough. Overall the games are very boring to watch, and i cannot imagine that they are very fun to play either.