In the campaign, you get 12 Mech Blueprints. These are the Mechs you can produce. Building a Mech costs the Mech's BV x2.
Cool!
How do you earn BV?
My 12 Blueprints are, currently:
-Light-
Commando COM-2D
-Medium-
Assassin ASN-101
Clint CLNT-1-2R
Dervish DV-6M
Enforcer ENF-4R
Hunchback HBK-4G
Witworth WTH-1
-Heavy-
Grasshopper GHR-5H
JagerMech JM6-A
-Assault-
Atlas AS7-RS
Banshee BNC-3S
Zeus ZEU-5T
Bit of a mixed bag, that. I'll run them down individually with my $0.02 on each, but will start with what I consider a crude strategy based on some of the stuff in my prior posts.
Your three assault Mechs are all very good designs. Good job there. I'd make as many of those as you can afford. The Atlas and Banshee both have similar weaponry and speed, which is great. For simplicity's sake, build them (and deploy them) in pairs.
The Zeus is particularly excellent, but lacks a little in armor. It's also faster, so should be treated more like a mean Heavy, than a proper assault. It's best used against slower or equal speed opponents that can't match its range.
I don't really like any of your other designs; they're servicable, some are even good at what they do, it's just that *you* shouldn't be doing what they're good at. The Grasshopper, ENF and HBK all move similarly, and are going to be used in similar fashion in combat: your assaults do those jobs better, so they don't bring anything new to the table.
Your LRM-equipped Mechs (Dervish, Withworth and Jagermech) don't really compliment each other neither. The Dervish is supposed to go all cavalry, and in style matches the Enforcer, except the speed difference makes it hard to mix them in numbers. The Withworth is kind of a cheap LRM-equipped all-rounder. The JagerMech is actually a decent LRM boat, but can't hang with the Withworths in rough terrain. (Also, only use the AC2s briefly, then duck back in cover. Assault Mechs moving slow, or not at all, make great LRM indirect spotters)
Your remaining Mechs have speed, but won't make for a great cavalry element. The ASN's movement profile is great, but you'll really notice the lack of 2 JJs on it. The Commando has great firepower, but lacks endurance. Same for that Clint, who really can't get the job done without its JJs.
So, you'll have to make some decisions early as to how to support your main assault force:
- If cavalry style, you'll want to consider Mechs like the Dervish, maybe ENF, maybe the Clint and Commando, the latter two will only work if you deploy them in 4 against 1 target, and if you don't mind retreating them after a single pass against the enemy to avoid losses
- Brawler style, in which case the HBK and Grasshopper are your best investments. Get multiple of each.
- LRM support, so the Jager is your best bet. Runner up is the Witworth from a cost perspective. Though, as you can see, for just 200ish BV more, you get the Jager...
And that's it; don't try to do everything poorly, focus on one job and specialize in it.
Also, note that it'll pay to have 2 scouts in your formation as well in a campaign. The ASN is best equipped for that job.
Finally, discuss Smoke ammo with the GM. It's a great way to control how and where the enemy can shoot at you, key if you elect to go Brawler. Given the ludicrously quick way in which TacOps Smoke ammo dissipates, I'd suggest changing the rule to having the smoke act without time limit; modern day canisters can go several minutes, which extends well beyond most BT games. Also, it's one less thing to track.
So far, my opponents are:
1 Marik
To my knowledge, the rest are mercenary groups or lesser, self made, powers. The Campaign's host is playing the role of ComStar.
Interesting setup!
Individual assessments, feel free to ignore:
* Commando COM-2D
Lots of firepower, but it's all short range, and it's armor is pitiful. That combination only works if you're super fast; meaning you have no trouble making a 4+ modifier.
So, the Commando kinda sucks. You have to deploy a LOT of them against the same target to undo the suck. Try to avoid exposing yourself to incoming fire until the turn you swoop in for a short range barrage. Always move such that you break LOS after that barrage, or at least, that you get a 3+ modifier the following turn. Also make sure to not swoop in until your heavy elements are engaged with the targets, so they have to pick between Commandoes, and the assaults blasting them in the face.
Final note: don't forget about Fragmentation ammo. If you know (or assume) that you'll be facing infantry, a single Commando can be turned in to an infantry-shredding machine, without sacrificing much. (Just make sure to avoid Short Range shots: dont do the infy any favors)
* Assassin ASN-101
Excellent speed, OK firepower. Nice when you get him behind a target, which is now made harder without its full 7 JJs. Definitely inferior to the base model. It's missile launchers provide some utility though; put smoke in the LRM launcher, and inferno's in the SRM launcher, and you'll be able to get a lot done. They can also be tasked with anti-infantry, though their low firepower makes them less ideal for that.
ASN's shine when they're not really "worth" engaging because of their low firepower. Never give your enemy a shot at them when they have nothing else to shoot *but* the ASN.
* Clint CLNT-1-2R
Fun 'Mech, but it's pitiful armor and lack of JJs mean this will be a high priority to destroy. Building these will be a bad investment because of how easy it is to wreck them. If you can swap out only 1 blueprint, this should be it.
If you're stuck with it, just treat them like Commandoes. Only worth having when you have 4ish, only expose when your main force is engaging the target you're going after, and plan to only unleash 1 salvo before breaking contact again.
Expect to loose them a lot. A whole lot. Like even more than the Commando.
Can be used with frag ammo to go anti-infantry, and with incendiary ammo to go firestarter, but whatever. Horrible Mech.
* Dervish DV-6M
Great Mech, love these guys to death. They don't really fit your style of fighting though; Dervishes are best around other 5/8/5 Mechs. If you do decide to make them, create a small wolf pack of them, 3-4, which go out and do stuff together. Don't bother with LRM indirect fire, use your speed to set up range 6 and range 7 shots on isolated targets. Use the LRM range and your JJs to keep going for ideal range shots and undo the effects of jumping. Surprisingly effective, especially if you can keep jumping in to woods.
Do note that you've got a bit of an SRM ammo bomb on your Mechs. You can mitigate this a little with adding special ammo, but ask your GM if you can start with less than max rounds. Empty 1 bin, and only put 10-20 total rounds in the other, for 5-10 turns of endurance. Any more just gets you in trouble. (Naturally, Smoke ammo is another good idea in the empty bin, since it doesn't explode)
*Enforcer ENF-4R
Very solid line 'Mech, that should use its weapons range bands to frustrate designs that have a bunch of 3/6/9 range weapons. Just avoid getting backshot by fast gnats (IE, by making the area behind them the Short Range band of your pack of assault Mechs) and concentrate fire a lot. Best deployed in 3-4 at a time, and concentrating against 1 target.
* Hunchback HBK-4G
Everyone knows this particular bastard, and everyone fears it. You can use this displace enemies from terrain. If you make these, make several, and push hard. Just beware: everyone knows what a HBK can do, so they'll try real hard to drop it before it gets in range. A goal which is quite achievable if you let them.
Another good use for a HBK is as a threat-in-being. Park them behind a hill to prevent all incoming fire, and the enemy will be quite reluctant to pass that hill and get hammered by the AC20. If you control your enemies actions, you're probably winning.
* Witworth WTH-1
Surpisingly competent trooper Mech, they're good in swarms. Excessive ammo, but you may as well try to drop it all on the enemy before closing. Note its relatively heavy armor: you can use these to scrap with the enemy in a pinch. They'll just be the first to die, so use them wisely.
Have enough LRM launchers to dedicate 1 ton of ammo to Frag to wipe out infantry without compromising their main use. The second ton would also be well spent as smoke.
* Grasshopper GHR-5H
Love these grumpy bastards. This is the guy in a fist fight who punches you in the mouth just because he knows it hurts. Get up close, unleash lasers and punches. Use JJs to get behind deserving opponents. Kick off legs when 14 points would do it, otherwise don't risk it. If you want to see funny, get like 4 of these and rush the same target, kicking it 4 times. Provided all 4 hit, the odds are decent you saw a leg disappear. Jump/run out for another victim, then come back to the original, and kick him out of existence. Hows that feel, lad? You like the taste of yer own blood? Sure ya do!
(note: when kick swarming, only put 1 Mech on the sides (Right or Left) to improve the odds of damage concentrating on that 1 leg. Also note that 4 Kicks that hit = 5 Piloting Skill Rolls for the target: one for each Kick that made it, one for 20+ damage, perhaps more due to damage)
* JagerMech JM6-A
OK version of the Jager. The original AC5 model benefits from being minimally relevant, so people won't make it a priority target. This guy will not be treated similarly. Bring these if your plan includes LRM indirect fire. Try to avoid direct-fire shots, unless they happen at Long Range for the enemy. Even then you'd best be cover, and you'd best have a path to break LOS with a single move.
AC2s make decent anti-aircraft guns. So do LRMs.
Edit: bring Flak ammo for the AC2s if you suspect enemy VTOLs or aerospace/conventional fighters. You sacrifice little in anti-ground firepower, but drastically amplify the pain for the little flying bastards. Worth considering on your AC10 Mechs if the threat is substantial. Note that both the Atlas and Banshee have 2 tons of AC10 ammo; swapping 1 for special ammo isn't a bad idea in just about every mission. 10 rounds is a little light, but 20 usually means explosion risk.
* Atlas AS7-RS
One of the better Atlas configs. Get to range 7-10 and bring the pain. When possible, rush in to do some kicking, especially if you brought another Atlas and Banshee to kick the same target. Kicking for assault mechs is a bit of a double-edged sword though, unless done against smaller targets.
Note: keep an eye on the LRM ammo. It'll be the only thing to dissuade the enemy from taking PPC shots at you from range 16. And don't be shy about breaking LOS.
* Banshee BNC-3S
Extremely good assault Mech that pairs well with the Atlas above. It's PPC gives it endurance against faster targets that try to play the range game, but this guy should be right behind (or beside) the Atlas as you rain fire down on the target at range 7-10. Don't shy away from physical attacks.
* Zeus ZEU-5T
Really good version of the Zeus, but actually geared for a more cavalry style approach then pure assault mech. Use the excellent range of your main guns to best effect. Range 7 is perfect for you. Anything up to range 14 is tolerable. If you find yourself using the ML in the Center Torso a lot, you're doing it wrong. A small pack of these bastards can wreck stuff, just make sure the enemy has to choose between shooting the Zeus-es and the Atlas/Banshee pack.
Overall advice:
When the Atlases and Banshees start to get a tad thin on armor, rotate them back for ranged shots, and bring the Zeuses closer to take their turn. Each of those designs have 200-300 armor, so you should never push them so that the enemy gets internal hits (barring lucky grouping). This will start to have a demotivating effect on the enemy, they keep firing and nothing ever happens.
Note that disengaging with the Atlas and Banshee will be REAL hard if they're engaged in physical attacks, so that strategy is best used when you actively try to keep your enemy in the 5-10 range box as discussed above. Then just back the wounded Mech up while the rest maintains range, and within a turn or 2, it'll be a range bracket further than the fresh guys. This means the enemy now has to decide on reducing the % of damage they get to hit with each turn just to keep shooting the wounded Mech, or they have to decide to shoot a fresh slab of armor.
Key to your victory will be rotating Mechs such that they will always be shooting at fresh armor. You may even have to pull back a Mech after it received a single salvo, just to force the issue. You'll be bringing a LOT of armor, make them shoot through it all before even the first heat sink pops.
Paul