Alpha Strike Tactics #6 -- The Mechwarrior
This time around I'll be taking a look at the role of the Mechwarrior on the performance and tactics of the mechs. AKA -- trapped hosting a super bowl party that he'd much rather skip.
There is a strong tendency to focus only on the tech, but if WWII has taught us anything, it is that better trained crew will outperform their counterparts even when outnumbered, or when facing materially superior vehicles. It is no different in Battletech.
The most basic measure of a pilot's contribution is his Skill Rating. A lower number becomes progressively more powerful. The Combat Manuals offer this description of skill values:
7: Wet behind the ears
6: Really Green
5: Green
4: Regular
3: Veteran
2: Elite
1: Heroic
0: Legendary
So in our campaign we have taken on a few Green pilots, but never anyone fresh out of basic or totally untrained. Our leaders are now all Veterans or Elites, and we are growing our regular pilots to be Veterans and a few Elites, and Indy’s Beta company has two Heroic level pilots. Yikes!
Raw skill is most important since it is the base number "to hit". So putting an Elite pilot in a 1 damage mech is a waste of his talents. The better your skill, the more raw damage that you can throw downrange successfully. So the game does tend to reward putting the most experienced pilots in the biggest, most damaging mechs.
But that is not the only way for a Mechwarrior to be notable. In addition to just standard "skill", there are a large number of Special Pilot Abilities (SPA's) that a Mechwarrior can learn. These provide focus and specialization, and a lot of tasks really require a marriage of the right mech and the right pilot to get the most out the more specialized combat tasks. SPA's are where a pilot can become good at these MoS's without necessarily becoming Elite or better pilots.
The best overall mix for most general combat tasks appears to be gaining Veteran skill (or at least Regular -- some combat tasks are not skill dependent), but then to take a hard look at the various SPAs, and what you want your pilot to become, long term. An intelligent SPA path can make an enormous difference, but to make good choices, you need to know the options.
The most common way to get an SPA is to be assigned to a Lance formation. For example a Battle Lance gives Lucky to its members, Pursuit gives Blood Stalker to three of them, and a Fire Lance gives Sniper to 2.
But to build a truly good mech warrior, you will want more than just the "free" SPA from the Lance skills. Here is a breakdown of the SPAs, from the point of what you want the mechwarrior to be doing on the table.
Focus #1 -- Damage Avoidance.
This one is easy, as there is very little here. There are no skills that improve damage absorption at all; your armor and structure are never modified by pilot skill. There are also just 2 skills that can directly increase the difficulty in hitting your mech. There are a couple that can help indirectly.
TerrainMaster (Forest Ranger, Swamp Beast) are the two SPA's that make you harder to hit. Both decrease the movement cost within the favored terrain type (so that you keep your normal TMM modifier) and also apply an additional +1 to hit your mech when you are in your favored terrain. At 3 points, these specialized talents are expensive, but are the only means of directly increasing survivability in the game. Skills like this can make mechs like the Wraith nightmares to confront, but the cost and on-map limitations are significant considerations.
A number of skills will indirectly assist making you harder to hit as well. Most Terrain Master skills and Maneuvering Ace will allow your full movement through difficult terrain, which allows you to retain your full TMM while also picking up terrain modifiers. Jumping Jack will reduce the penalty to you for jumping, making it more appealing to jump routinely to avoid incoming fire. Even Jumping Jack is 2 points, making taking less damage a rather expensive focus.
But the right mech (say a TMM 3 + Jump capable Wraith) with both Jumping Jack and Forest Master can offer a stunning set of penalties to hit: (skill) + (range) + 6. That is a 12 needed for a Regular pilot at medium range into a woods when the Wraith jumps. And he still has 5 armor to chew through, and shoots back with minimal penalties. Something to think about when saving those skill points.
Float like a Butterfly is a new skill that can force a re-roll against an enemy hit or critical roll. This is a VERY powerful survival tool if you are consistently presenting difficult rolls to your opponent. It is almost a waste if you are presenting target numbers of 6+ or such. I strongly recommend this skill for all officers, as the enemy Op For specifically tries to kill them.
Focus #2 -- Melee Damage.
There are a large number of skills that assist or improve the damage that a mech can do in melee. Having a melee specialist around can have a lot of utility, and a fully focused melee pilot in the right mech can be extraordinarily decisive. This is aided by the fact that the variable damage rule explicitly does NOT apply to melee damage. So melee damage = 1.3x regular shooting damage. This often catches people out as they tend to think that “3 damage is 3 damage” in the heat of the moment. However in 3 damage is 2 damage shooting, and 3 when melee. There are also a number of cheaper skills in this category, so you can build a melee pilot skill by skill and improve as you go, or take it as a minor relatively easily.
Melee Specialist -- the most basic skill at 1 point. Gives a -1 to hit on your melee attacks. Given that all melee attacks also happen at short range (+0), this is for when you are not very high skill in the first place, or are sick of that Wraith hiding in the woods, and want to go in and punch him on the nose. Dirt cheap, however you can expect a high percentage of melee attacks to not "need" this skill, just because of the range.
Melee Master -- Adds half your size, rounded up to your melee damage (including Charge or Death from Above). Very efficient on fast, Heavy (size 3) mechs, like the Grand Dragon, which moves 12" or more, and picks up +2 damage. Ouch. Only 2 points.
Zweihander -- +1 Damage to regular melee attacks (not Charge or DFA). 2 points.
Swordsman -- If the mech has a dedicated melee weapon (says MEL on the unit sheet), this will do either +1 damage for a melee attack OR allow a critical roll on a successful hit. 2 points. This can be a game changer against one of those huge assault mechs with tons of armor. Just keep giving it annoying criticals until it becomes combat ineffective, even if you can't kill it.
Fist Fire -- Your pilot can shoot while meleeing to some extent. Add half the short range damage (rounded up) to a regular melee attack. 2 points. Our Victor has this, and so does 4 melee + 2 shooting damage when he makes a melee attack. Only the Mad Cat II can dish out more damage in our Battalion. (Note: the Victor pilot sadly perished. Gamma presently has two melee heavy pilots carrying on the tradition.)
Dodge -- This makes you harder to hit in melee. +2 to hit modifier to any mech trying to melee you. It can sort of come under the "Avoid Damage" category as well, but is very specialized. 2 points again.
Street Fighter -- If any enemy in base to base contact attempts a melee attack against you, before you have made your own attack, you get to make a "Combat Intuition" style interrupt of the turn to immediately execute a melee attack against that opponent, although at a +1 penalty. This counts as your shooting for the turn, but not your movement. 2 points. Obviously an extremely specialized skill for someone expecting to see a lot of melee style combat from the opponent, and also requires your own pilot to have good melee capability as well.
If you can manage to build a melee specialist with Melee Master, Fist Fire, and Zweihander you will be doing 8 damage if you are piloting a Grand Dragon or Quickdraw with at least 3 short range damage to start. This is a stunning upgrade, and is only 5 skill points. To get that level of damage out of shooting you would need a mech that does 11 damage at short range.
Focus #3 -- Long Range damage
The +4 to hit for Long range is simply insurmountable for any kind of regular pilot to bother with. Only the occasional lucky hit will be scored, and most pilots standing back from the fray do nothing more than take themselves out of the combat, no matter what the damage rating on their mech might be at long range. It just isn't worth all the many turns of missing. But there are a number of SPA's that reverse this situation far more dramatically than almost any amount of skill can, and for dramatically less development time.
Range Master(long) is the king of these skills. It swaps the Long Range penalty (+4) with the Short Range(+0). So suddenly your long range mech is hitting things at 40" away with the same odds that everyone else has at point blank! This 4 point swing is by far the most dramatic of the specializations available to a mech warrior. It does mean that your now have a +4 penalty at short range, of course. At only 2 points, this is also insanely affordable, so if you have a very focused long range support type mech, you can quickly and easily train a pilot to perform in that role, at the cost of making him a fumble fingers at close range. (Note: This has changed with Commander’s Edition. It is no longer as extreme.)
Sniper is the more conservative option. This skill merely halves the range penalty. So medium becomes +1 and Long becomes +2. At 3 points it is very worth it for a mech that wants to engage at any range, but it competes very strongly with just going ahead and getting skill level 3. It will no longer assist Indirect Fire, only direct.
Sharpshooter is a skill that grants you a critical whenever you hit, even if armor has not been breached. This skill is extremely powerful, but is balanced out by requiring you to remain stationary AND succeed the to hit roll by a margin of 3 or more. It also costs a whopping 4 points. This one is too restrictive for general use, but you can build a Range Master/Sharpshooter specialist who can be used to cripple large, slow vehicles and mechs.
Oblique Attacker -- A straight up -1 to Indirect Fire attacks. This is a straight up removal of the normal +1 penalty to make an Indirect Fire attack. It does also has the option of allowing an Indirect Fire attack to be made without a spotter, the way that artillery is able to, although in this case it is +2, stacked on top of the regular +1 for Indirect Fire. At just 1 point this is something to think about for any mech that ever has made an indirect fire attack. If you have a dedicated Recon Lance in front of you which can also apply NARC beacons (for the +1 damage from IF), this skill becomes even more attractive, even for the IF1 mechs that would normally never look at this skill, despite it's cheapness.
Focus #4 -- Artillery
Artillery has an amazingly easy skill path, and you can get a lot for a little specialization here. On the other hand, skills like Sniper and Range Master do not help.
Oblique Artilleryman is the basic artillery training skill. It is a straight up -1 to hit with artillery, and also dramatically improves counter battery fire. At just 1 point this is a steal, and really if you don't have it, you aren't all that good at artillery compared to someone who does.
Focus #5 -- Reliability
This is an area that we have lately been discovering. Like any dice game, there will always be those moments when you set up a game-changing, high percentage shot and the dice screw you. It is built into the game for this to happen, and table top gaming can be accurately described as a Shakespearean tragedy generator. But a number of SPA's exist to mitigate this, and these can be very powerful indeed.
Lucky is the most basic one. 1 point for a reroll. 2 points for 2 rerolls, and so on. The more damage that your mech does, and the more aggressively that you drive him, the more useful this skill becomes, but 1 point of Luck is never really wrong.
Natural Grace gives you a 360 degree fire arc. At 3 points this one is very strangely expensive and specialized, but it completely takes away the option to just get behind your mech and shoot him from safety there. Hilarious when you have 7 short range damage. Mainly useful for very slow bruisers that no one wants to stand in front of, but are easily outmaneuvered due to 6” move.
Tactical Genius is the other way to try to deal with the enemy movement. This is a reroll to initiative, attempting to ensure that your side keeps the initiative and the other guy has to move first. At 3 points this is expensive, but not everyone has to have it, only the officers.
Combat Intuition is another skill that we tend to focus on. If your side wins the initiative, then once every 3 turns you can simply move and fire your mech before anyone else can take any actions. That allows you to catch the enemy without TMM, and can let your mech maneuver to flank them completely as well. It is extremely powerful, but also useless if you simply move up to medium range, get into cover and form a part of the firing line, as we have seen. It is not cheap at 3 points, and can wind up leaving your mech an exposed target for the angry survivors. Best taken on a high damage, rugged mech who can expect to use this skill to finish an opponent.
Blood Stalker also gets a lot of use in our formations. It is a simple -1 to hit when applied against a pre-chosen target. This is balanced out by a +2 penalty when shooting at other targets of opportunity. At 2 points it may be better to just focus on skills, but it is materially improved in the Commanders Edition since it allows you to select a new target any turn that your target starts out of Line of sight. You definitely need a mobile, aggressive play style to make use of this skill, as you will always be moving, always hunting, and always relentless. We have had a lot of success with Pursuit lances, and the -1 to hit has helped train up our greenest pilots.
Float Like a Butterfly is a re-roll to the enemy hit or critical dice. This can smooth over lucky hits against your mechs, and is best when the enemy needs a very high number, but happens to hit anyway. It was covered under Survivability, but also belongs here.
Focus #6 -- Speed
This is one that we are just now really discovering. Movement on the table really determines so much of the game, yet it is easy to get carried away trying to build a mechwarrior who can deliver colossal damage, or shoot a fly off of a cockpit at 2 miles away. Only a very skills help here.
Speed Demon is the core skill, giving an extra 2" of movement all the time, and 4" if your sprint. This does not affect your TMM. At first I was dismissive of this, but then I realized that an Atlas (6" move) can sprint for 13" down the table, quickly setting itself up in medium range. A fast assault/standard heavy moves 8". With this skill they move as fast a standard medium all of the time (10"), and can sprint an astonishing 16". The main goal here is to quickly achieve a favorable position on the table, either not getting outflanked, or making it to the next piece of cover, or controlling the desired range for combat. 2 points for your own Blitzkrieg. Note: this was improved in Commander’s Edition because sprinting no longer makes you easier to hit. Super fat assaults should now be barrelling down the table to get into medium range much more than previously.
Terrain Master and Maneuvering Ace skills help dramatically with table positioning, allowing non-jump capable units to avoid being slowed by terrain penalties. This is almost always the first SPA purchased for fast lights who lack jump jets.
Any initiative winning or supporting skills help make an intelligent move, and may count in this area.
Example Historical Pilots:
The Combat Manuals for Alpha Strike are very helpful with a wide range of historical mech pilots from the Succession Wars/Clan Invasion period.
Captain Reece McGee -- Skill 3, Dodge, Melee Master
Pilots a Warhammer -- is a disaffected DCMS commander
Clearly took these skills to counter the melee focus of the DCMS pilots
Captain Lori Kalmar-Carlyle -- Skill 2, Jumping Jack, Sharpshooter
Pilots a Shadowhawk
Uses her excellent skill to get long range criticals with the Sharpshooter SPA, switches to jumping to avoid damage when up close.
Natasha Kerensky -- Skill 0, Lucky (1), Demoralizer, Iron Will
Pilots a Warhammer in this time frame.
Triumph of the skill? I mean what can you say about skill 0 except to take it if you can get it? Lucky is there to cancel the occasional snake eyes, and Demoralizer is just harsh, as we have seen from Deathclaw’s application.
Lojtnant Hanssen Mansdottir -- Skill 2, Forward Observer, Tactical Genius
Pilots a Zeus or an Atlas when he makes Captain (just prior to the Clan Invasion)
A classic Commander set of skills inside a well protected and long range capable mech.
Special Command Abilities:
An area of the game that we have totally ignored are the Special Command Abilities (SCA). Special Pilot Abilities change the core rules for a single mech. Special Command Abilities are the ability of the officer core to alter the rules for an entire command. Since they impact so many mechs they are extremely powerful. Jeff has not allowed them to stack, so when I am under Bill’s command, I lose my SCA, but we gain his instead.
Despite that, many of the formations described in the Combat Manuals have 2, 3, or even 4 SCA's! We are no where near the level of these units, and might have trouble against some of them for this reason alone. (If Jeff allowed them to stack).
Now that we are starting to earn them, it might be a very good idea to think about what you want your company to be like, as these will have a very big impact on how they play, even if the bonus seems mild compared to what an individual mech warrior can learn.
Sharpshooters -- Changes the Range modifiers to +1/+2/+3. Basically your entire command becomes better at long range shooting by 1, but worse at short range by 1 in exchange. This reduces the value of individual long range SPA's, like Sniper, but suddenly your entire command becomes much better at long range fire. Ideal for when you like the idea of the entire Company engaging at long range for a turn or two, but without actually committing any individual pilots to the (expensive and focused) long range SPA's. Also better with a Veteran command.
Brawlers -- Changes the Range modifiers to -1/+2/+5. This gives up on Long range combat entirely (unless an individual has taken Range Master(long) to swap in the -1 bonus!!!!), but makes hitting at point blank range even easier. Can be great for a melee focused command.
Overrun Combat -- When you win the initiative, a number of your mechs can use Combat Initiative. The number is 1 for every full 2 points that you won the initiative by. Obviously you want to fight normally until this comes up, and then use it to try to gain a decisive advantage. I picked this one up for Gamma out the choices that Jeff offered. I think any of them could have been very beneficial.
Zone of Control -- this is an interesting one where you can force your opponent to fall back or spend an extra 4" trying to get through a 2" area in the front of your mechs. You can use this to push forward in a good formation and prevent being flanked or otherwise restrict enemy movement.
Communication Disruption -- This one is also wholly unattainable using single pilot SPAs. What it does is to constantly try to interfere with enemy comms. Every turn you roll a die, and on a "6" all units in a randomly chosen lance lose 4 inches of movement or 1 unit of Thrust, if aerospace. This is very random, but is a unique bonus.
Banking Initiative -- You may automatically lose the initiative to the opponent. For every 2 times that you do this, you can automatically win the initiative. Up to 2 automatic wins can be stored at one time). The obvious tactics is to lose the first 4 turns of initiative, and then wait for a critical set of turns to capitalize.
Forcing the Initiative -- You gain a modifier to initiative equal to the number of enemy units killed (minus any units that your force lost). So the more successful you are at eliminating units, the better the odds of winning the initiative roll.
Off Map Movement -- A long range flanking maneuver, using on and off map points that are hidden from the opponent.
Strategic Command -- Can change home table edge and move terrain 6" before deployment.
Strategic Planning -- +2 to initiative. Must be Veteran or above rated unit.
Tactical Adjustments -- After turn 3 the opposition does not benefit from any bonuses to initiative from SPAs or SCAs.
Tactical Experts (Combined Fire). If an entire Lance/formation shoots at the same target, they all get a -1 to hit.
Tactical Experts (Engineers) -- Can place light buildings or minefields at set up.
Tactical Experts (Hidden units) -- Can place twice as many hidden units as the scenario allows. Can always place 4 hidden units, even in missions where they cannot normally.
Esprit de Corps -- Never subject to Forced Withdrawl
Hit and Run -- If outnumbered, any unit that does not stand still gains a -1 to hit.
Intelligence Specialists -- gain a MHQ5 special ability on one unit
Highlander Burial -- Units get a -1 to hit bonus and +1 damage to all Death From Above attacks.
And the list goes on. There are also Region specializations, Enemy specializations, Terrain Specializations, Attacker specialization, etc.
The main point here, is that we are slowly easing into having one or more of these abilities in our formations. We might also encounter them from enemy formations from time to time as well.