Author Topic: Repost: SKW-2F Shockwave Strategy Guide  (Read 3281 times)

GespenstM

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Repost: SKW-2F Shockwave Strategy Guide
« on: 28 January 2011, 17:33:18 »
Repost Notice: This is a repost of the first draft. It may reintroduce some errors. If you see them, please mention them.

Much like my previous Tempest guide ( http://www.classicbattletech.com/forums/index.php?topic=638.0 ), this is meant to be an 'in character' overview of how to use the SKW-2F Shockwave from TRO 3085. It is presumed to be written around 3085, by the same non-canon character who wrote the Tempest guide (or someone inspired by their work) and uses in-universe measurements, e.g. “30 meters” instead of “1 hex.” However, game terms will be used in parenthesis to make clear what I mean.

The author wrote it for a Duchy of Oriente force, so the advice primarily applies to FWL formations even though the SKW is available on the open market.

Shockwave SKW-2F Advanced Operations Handbook

Foreword: This document is a complete guide on the proper operation of the Shockwave, model 2F. Pilots assigned to a Shockwave must read this document in full. The '-2G' variant is not specifically covered in this document, and it will be assumed you have already read the standard operations manual issued with the Shockwave by its manufacturer, Earthwerks-FWL, Inc.

Table of Contents
1: Overview and Role
2: Combat Pacing
3: Weapons Usage, Brackets, and Ranges
4: Melee Combat
5: Weaknesses
6: Deployment and Partners


1: Overview and Role

The Shockwave is a new addition to our forces, equipped with several heavy weapons and the speed to quickly bring them to bear. Some have compared it to the Thunder and Lao Hu of the Capellan Confederation, and these comparisons aren't far off the mark.

Shockwave pilots need several traits: Patience, intelligent aggression, and a willingness to withdraw after they have made their mark on the battle. The Shockwave has decent armor, but not enough to withstand repeated attacks. It has speed, but not enough to be impossible to hit. It has heavy weapons, but the strike multiple parts of the target rather than placing a single hard hit to one area.

Therefore, a Shockwave pilot must wait for the right time and angle to strike from, make their move, then disengage once their ammo runs low. Pilots who complain about low ammunition counts in the Shockwave should understand this: You are supposed to exhaust your ammo. Chances are that by the time your ammo is gone, so is your armor, and this is your signal to disengage for repairs. So long as you have done more damage to the enemy force than they have to you, then you have done your job well.


2: Combat Pacing

Unlike many of its Medium-class peers, the Shockwave lacks Jump Jets and has only slightly above average land speed. Pilots must use this speed plus long range weaponry to probe the enemy line, until you find an opening where your heaviest weaponry can be brought to bear. With only somewhat above average armor and speed, you are not a front-line combatant; leave the brunt of the front-and-center fighting to pilots of machines such as the Battlemaster, Thunderbolt, and Warhammer.

Your job is to strike a flank, but your speed and armament mean you cannot simply run at it right away; you'll be repelled by any enemy unit paying attention to your approach. Instead, the ideal flow of combat for a Shockwave pilot goes like this:

#1: Begin flanking. Run to the distant sides of the enemy formation, firing your laser and missiles at long range. You may not do much damage during this; that is fine. You may run low on missile ammo during this as well, which is also acceptable. You are biding your time, waiting for the enemy to be more thoroughly engaged by our front line so that you may...

#2: Move in. An attack from the sides or rear, where the enemy cannot easily mount a volley to repel you, is best. Do not be in a hurry to move in; wait for the right time, you have long range weapons to help you contribute to the battle until the time is right for you to approach and then...

#3: Strike. Get close to your target and deliver a crushing blow with your autocannon, continue to press the side or rear, and then disengage when you either begin to run low on ammo or are attracting significant return fire. Only the hardiest of foes can withstand more than a few barrages from a Shockwave, and even they won't gladly suffer the damage.

In summary: Be patient. When battle is joined, run to the sides and begin flanking the enemy, harassing them with your long range weapons. Wait for an opening, a chance to press their side or rear, then rush in and hammer it. You must wait for the right time, identify it, and make a decisive strike. Leave the front-and-center combat to your heavier allies.


3: Weapons Usage, Brackets, and Ranges
The Shockwave's armament appears to be simple, consisting of a Imperator 'Class 5' Rotary Autocannon, Zeus LRM-10, and Martel ER Large Laser. The latter two are very intuitive weapons, though the autocannon requires careful training in order to use properly. This section will teach you how to use each of them correctly.

ER Large Laser: Your sole energy weapon, and one you should almost always be firing even in close combat. It is essentially your 'hole puncher', delivering significant damage to enemy armor, but in all honesty your allies will be doing most of that work; you are the finisher who builds on what they start. Nonetheless, this excellent all-around weapon will help you harass enemy flanks and remains useful even once you have moved in for close combat.

LRM-10: Used in conjunction with your laser, this weapon gives you a meaningful long-range attack. Nobody will mistake you for an Awesome or Archer, but your attacks still do meaningful damage. You are armed with only one ton of ammo, enough for twelve volleys. This is fine; use them! Shockwave pilots are fully expected to use most of their LRM ammo while probing the enemy line for openings.

A Note on LRM Ammo: Generally, it is advised that you leave it armed with its default Artemis IV warheads. However if you expect the enemy to be fielding significant ECM, you may wish to consider Swarm-I ammo instead, or even load Thunder mines to gain new tactical abilities if the situation permits their ethical use. Consult your commanding officer before all ammunition changes.

Rotary Autocannon/5: Your primary weapon, and the one requiring the most care to use. It is best to think of this weapon as a short range powerhouse that can also make more cautious shots at medium range. This weapon has variable firing rates, which are discussed below. Note that every firing rate above the normal firing speed carries an increasing risk of failure to feed, e.g. 'jam.'

Also, due to its tendency to 'muzzle climb', rotary autocannon bursts frequently hit several points on the target... this is particularly valuable against tanks and other ground vehicles, as you are increasingly likely to damage important parts of the chassis.

1x: Causes the weapon to behave exactly like an 'old-tech' Class-5 Autocannon. This firing rate should be used at long range when you have a chance to hit the enemy, but it is a low chance. Alternatively, you may wish to simply hold your fire.

2x: This causes the weapon to behave similarly to an 'Ultra' Class-5 Autocannon. You are strongly advised to not use this firing rate. Studies have shown most pilots cannot control the sudden increase in recoil in time to re-train their sights on the enemy, causing the second half of your burst to simply fly into the air uselessly (Game terms: It acts as a two-hit weapon on the cluster table, and will usually just roll 1 hit). As it also carries the risk of jamming, for little reliable benefit.

3x: A strong choice for medium range engagements if you think you will hit your target. In practice it doubles your striking power; most pilots compensate for the extra recoil in time to land 66% of their shots (Game: Average 2 hits on the 3-hit cluster table), which is acceptable.

4x: Slightly more likely to jam than the 3x setting, this is also a decent medium range choice (as well as a close range choice if you wish to be more conservative in some cases). Pilots generally land anywhere from 50 to 75% (2 to 3 hits) of their burst.

5x: Generally not recommended, as the extra recoil tends to throw off the pilot's aim; studies show most pilots land as many bullets firing on 4x as they do 5x, making 4x a more efficient choice. There are occasionally valid times to use it, but generally speaking this firing mode is inefficient and not advised.

6x: Only use this mode if you are reasonably confident of hitting. It rapidly expends your limited ammo and carries a significant jamming risk, but the rewards for hitting are tremendous. A single sustained burst tends to strike with about 60% of its rounds (4 out of 6 hits average on cluster table), and on its own this can knock even an Atlas to the ground. Note that the criteria is 'reasonably confident'; we do not ask that you be absolutely sure, as if we did you would never fire this weapon on this mode. However, pilots who repeatedly waste ammo on the 6x firing rate at distances they have shown they cannot reliably hit their target will be subject to disciplinary measures.

In summary: Use 1x, 3x, 4x, and 6x firing rates. Use 1x at a distance, 3x and 4x at medium range, and 6x up close.


Clearing Jams: Your rotary autocannon can jam on any firing rate beyond its '1x' setting. Unlike previous 'Ultra' autocannons, these stoppages can be cleared in the field. The following notes and advice should be followed.

Move. Before attempting to clear a jam, get some distance. The automated feed clearance systems, in conjunction with your own efforts, can only work at your cruising (walking) speed or less, but you should do at least that. Get what distance you can from your enemies and move as best you can while attempting to clear a jam; it can save your life. (Note that in Megamek, you should give your SKW's movement path first, THEN click 'clear jam'... confirming a jam clear counts as ending the SKW's movement turn, and if you have no movement order set up first it will simply stand there. Then it will die when the enemy masses fire on it at easy BTHs.)

Consider your target. You may not need to immediately clear the jam, if your laser and missiles can realistically finish the target off. If this is the case, you may wish to wait until the target is down and then attempt to clear the feeding failure.

Temporarily Disengage? You may need to do this to safely clear. To do this, accelerate to your full running speed and get what distance you can, then attempt the clear once you have returned to cruising speeds. While you are doing this clear-at-a-distance, you may continue to harass the enemy with your laser and missiles, so you will still contribute to the battle.

Jams are an Explosion Risk. Note that any penetrating strike to your autocannon while it is jammed has a chance of touching off the ammo within. If your auto-eject system is enabled - and it should be, for your safety – then this will likely jettison you from the Shockwave even though the damage is not catastrophic. How you deal with this is up to you, but you should be aware of it.

Weapon Brackets and Heat Concerns:

Given the intuitive weapons on the Shockwave, and the heat capacity to cover them well, little attention needs to be given here. The only note is that the Shockwave can overheat if you are using all your weapons all the time, and your autocannon is firing at its higher rates. Cooling off from this is simple; stop using your missiles, and if needed decrease the firing rate on your autocannon.

Other than this, it should be extremely difficult to overheat this 'Mech in most conditions.

Ranges
The following distances have significant advantages or disadvantages for Shockwave pilots. Any distance not mentioned has no particular strengths or weaknesses.

30 Meters (1 hex): One of your strongest ranges; your autocannon is easily brought to bear, as is your laser and either your fists or a foot. The addition of a physical strike overcomes the loss of firepower from being too close to use LRMs reliably, so this is a range you should try to be at. Note that hitting from the sides or rear is a good idea, so that they cannot strike back as easily. Also avoid this distance in face-to-face combat if your opponent is significantly larger; getting into a kicking match with an Atlas will do you no good.

Note that since you wish to be close to the target in most cases, you may have to fire your LRMs at a secondary target in order to have any chance of hitting. This is perfectly acceptable.

60 Meters (2 hexes) to 120 Meters (4 hexes): Acceptable but less than ideal; your autocannon is easy to use but your missiles are not, and you remain unable to use physical strikes. Try to move closer or back off a little.

150 Meters (5 hexes): Another strong range. Your autocannon is easy to use, and your missiles still have some chance of hitting their target.

180 Meters (6 hexes): Acceptable but not ideal. Your missiles are still somewhat accurate and your laser is easy to use, but your autocannon isn't as effective, while a few weapons such as class-20 autocannons become easier to use on you. Either move a little closer, or back off a little.

210 Meters (7 hexes): A strong range If you wish to avoid heavy close combat. Your missiles and laser are easy to use, while your autocannon is still somewhat effective. Note that this is also a strong range for enemy Warhammers, Archers, Awesomes, and so on, so determine where you wish to be relative to your enemy.

300 Meters (10 hexes): The edge of your 'medium effectiveness' range for all of your weapons, and the same is true of most of your enemies. This isn't a bad place to be while searching for an opening.

330 Meters to 420 Meters (11-14 hexes): Also decent skirmishing distances; your autocannon will be almost useless at these ranges, but your missiles and laser work fine. Note that this area is also a reasonably strong distance for other long range attack machines.

450 Meters (15 hexes): Maximum range for your autocannon. Note that gauss rifles are still effective out to this distance, while missiles and ER particle cannons are not as easy to use out to this range. If the enemy has no gauss rifles, this is your safest skirmishing range.

480 Meters to 570 Meters (16 to 19 hexes): A safe skirmishing range while you're in the early phases of flanking an enemy. 570 meters is your laser's maximum range.

630 Meters (21 hexes): Your maximum attack range, limited to just missiles.  A safe distance to be at if trying to probe for flanks without engaging, but otherwise a bad place to be.

660 Meters (22 hexes) and 690 meters (23 hexes): Unable to attack. Still vulnerable to enemy attack from gauss rifles at 660 meters (22 hexes) and ER particle cannons at 690 (23 hexes).

720 meters (25 hexes) and beyond: Cannot attack, but also cannot be attacked by most weapons. Only class-2 autocannons, ER LRMs, some clan lasers, light gauss rifles, artillery, and a handful of other threats can reach you. This is a good range to be at while moving to flank, but you cannot stay here indefinitely; it's safe for you, but you are also having no impact on the battle yourself.

Summary: Your strong points are 30 meters (1 hex), 150 meters (5 hexes), 210 meters (7 hexes), and 420 meters (14 hexes). Your safe distances are 240 meters (8 hexes), 480 meters (16 hexes), and 720 meters (25 hexes) or more. Avoid 60-120 meters (2-4 hexes), and 660 to 690 meters (22-23 hexes) if possible.


4: Melee Combat:

The Shockwave's chassis, by coincidence or design, is well suited to close combat. While of only medium size, its limbs can do meaningful damage to other targets. You have two primary options:

Punching: None of the Shockwave's weapons are in the hands. There is absolutely nothing stopping you from running behind a target, twisting your torso to face them, and smashing both fists into their back. While less 'accurate' than a kick, these punches carry no risk and can yield higher rewards; striking the engine, or even hammering the cockpit. Each fist does damage comparable to a medium laser (5 damage).

Kicking: Easier to hit with, but carrying the risk of falling if you fail. Each kick does damage comparable to a particle cannon (10 damage) and may knock the target over.

Which one is right is a broad matter of risk versus reward that could fill entire books. Nonetheless, bear in mind that unlike many 'Mechs, your Shockwave is reasonably well suited to punching and there can be some very real benefits in doing it.

This encouragement comes with a proviso: You should not pick head to head slugfests with your enemies. At the controls of a 50 ton 'Mech, you are likely to encounter many foes who are bigger than you, which means they have more armor and mass to throw around. Strike from the sides or rear if at all possible; you might make an Atlas wobble, but that same Atlas could kick your leg clean off!


5: Weaknesses

Tremendous striking power for your size comes at a price. The following should be noted.

Cannot Jump: Obvious on its own, but this means Shockwave pilots should refrain from getting bogged down in cities, mountains, forests, or swamps. If at all possible, stick to hills and open plains.

No CASE: Leave your auto-eject system enabled, because any ammunition explosion will gut the Shockwave. This is especially true of the autocannon ammo, which resides very close to the core of the engine. Note that penetrating damage to your autocannon while it is jammed will count as an 'ammo explosion' as far as the Shockwave's computer is concerned, and it will eject you to err on the side of caution.

Low Ammo: Seemingly intentional. You can only engage a few targets before you run out of ammo, but by this time you will be low on armor as well. Get in, do your damage, and leave. If you must stick around, you at least have a large laser to help with this.

Low Armor For Mission Role: You are reasonably well armored for your weight, but not your mission role of close combat. Your Shockwave can withstand a volley or two of fire without trouble, but anything beyond that is dangerous. While not excessively fragile, you are not a 'zombie' and shouldn't pretend to be one. Always try to strike from advantageous angles so enemies cannot return fire on you as easily.

6: Deployment and Partners

Too new to have any specific 'partner units' assigned to it as a matter of doctrine, the Shockwave works well with the following machines.

Anvil: As a complimentary unit, all Anvils except the 8M model do well. The 5M's weapons (ER large lasers and standard medium lasers) operate at the same ranges yours do, and it can protect you with ECM. The -3M, -6M, and -3R models excel at close combat and can also help you with ECM. A hunting pair of an Anvil and Shockwave can be devastating indeed, and the close-combat Anvil variants have pulse lasers that will discourage most pursuers.

Griffin 3M, or Firestarter Omni Config. F, or Kyudo 02 or Kyudo 03: All mobile, long-range units that can both keep pace with the Shockwave while also making up for its merely adequate long range weaponry. The Firestarter FS9-OF also benefits from carrying flamethrowers, which can engage conventional infantry that your Shockwave is ill-suited to fight. Some other Firestarter models (such as FS9-OB) operate somewhat similarly to this.

Hercules: With a near identical movement profile and weapons array, the Hercules covers a few targets you cannot. Its LB autocannon may deal with VTOLs and Aerospace fighters, and the two of you are devastating to enemy tanks. Essentially a more measured, multi-role version of your own machine, the Hercules covers your gaps and it benefits from your heavier weapons as 'hole punchers.'

Long-Range or Center Line units: Such as the Awesome, Archer, Banshee, Apollo, Albatross, Tempest, Cerberus, and so on. You need a powerful center line to occupy the enemy's attention. They will take on the brunt of the heavy fighting, giving you time to flank the enemy and find a good angle to strike from. Without this 'main battle line', your flanking efforts will be vastly more difficult and you cannot use your full potential.


In Conclusion: Your Shockwave is a precision flanking machine. You must have the patience to use its versatility, adequate armor, and slightly above average speed to find safe ways to approach the enemy, then wait for the right moment and move in to deal a crushing blow. Always hit from the sides or rear; your weapons can disable a foe in an instant if you do everything correctly, but you will fall if they are ready for you.

Know that your low ammo count is for your safety. With your extralight engine and passable armor, by the time you are out of one defense you are likely risking the other as well. Get in, do your damage, and withdraw to fight another day.
« Last Edit: 28 January 2011, 17:38:52 by GespenstM »

 

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