Bad on the Clan players . . . they should have dropped one more mech to field a whole point of Elementals, it would have made init a bit more even- unless you were moving 1 veh & 1 mech to the Clan move.
I have seen folks get so focused on fighting they forget the objective . . . was the fastest unit the Vapor Eagle btw? Because the Clan mechs should have been standing on tanks as often as they could.
Locust IIC and Mist Lynx were the fastest units. The Vapor Eagle was the most mobile thanks to its Quirk, though a pair of Shadow Cats, a Horned Owl, and a customized Kit Fox were pretty hoppy to be there. A Stormcrow, Stooping Hawk, and 2 Adders (1 Prime, 1 Custom) rounded out the group.
The Locust spent most of the time Sprinting till they could get in to range of the Artillery Park. An Adder and Shadow Cat went on a flank to follow the Locust. The Vapor Eagle originally tried to go up the middle with a Shadow Cat, but leaped out to kill a Hunchback before its AC/20 was brought to bear on the Horned Owl or Stormcrow (who were on the longer flank).
Still, they managed to silence 2 of the 11 Artillery Guns. I had 4 Mechs operational (though hardly touched, and mostly there for AA), a Patton, 2 J. Edgars, 2 Strikers, 2 Hawk Hover Tanks, 3 relatively undamaged Goblins, and 1 Goblin with Heavy Motive Damage left at the end.
It was a campaign game focused on Mechwarriors, so Elementals were always going to be a side note or extra option. It could have been much worse if the scenario hadn't called for the Artillery to be focusing their shots elsewhere. 11 Sniper tubes are no joke. But I'm not THAT cruel, either.