In a simple deathmatch scenario with random maps and unknown opponent you simply should have gone with a more versatile set-up, that's all. You decided to play strategy without knowing if the strategy was appropriate for the encounter. (not your fault, either).
Heh. Like, for the sake of clarity, I'm not confused as to why I lost. I know how and why I lost--my opponent had a force that worked better than mine on the (essentially random) maps we were on. And I was incredibly unlucky with initiative (losing, like, 9 of 10 initiative rolls when it was important). And my opponent's deep supply of precision AC20 ammo totally nullified the jumping defense I was hoping was going to work. Like, there is no mystery there.
That being said, what I was looking for was good ideas for *making* this sort of thing work. And I got some good ones, including:
-Make sure you map is bigger :-)
-If relying on jumping as a defense, make sure you do so and get a positive exchange on modifiers (i.e. if you are going to be jumping all the time for the defense bonus, make sure you are getting a +4 or better defense bonus, so it is an advantageous trade for the +3 to hit you drop on yourself; i.e. always be able to jump 7+ hexes).
-Make sure to have good backup for close range, as you might end up there anyway.
Like, these are all things I know, but it was possible that someone had some solid ideas for staying at long range (and as it turns out, the key to this is a bigger map. Which isn't always feasible. But it is good to know that is really all there is...).