Gents,
I understand TSM just fine in the Classic rules, very straightforward description in Total Warfare. My question is real game application nature. Help me walk through this.
For my first ilClan era game, I'm considering the Thug-13U from the rec guide for my Combine lance. It has TSM, and 12 double heat sinks. So my practical question is, what is the fastest way to activate and keep TSM on?
Situation A:
Round 1. I walk, and fire everything (into the ground). That leaves me with 29 total heat for the round. I sink 24, Start round 2 with 5 heat.
Round 2. I run (only moving 3/5 now) and fire both snubs and 3 MML's (probably into the ground again) I now have 28 heat, sink 24. Start round 3 with 9 heat. BINGO.
Round 3: I now can run for the rest of the game, and fire both Snubs and an MML if I want to stay at exactly 9 heat. My movement is now 5/8 and my kicks do 32 damage. Supercharger use puts me up at 10 on the run.
Situation B:
There are rules for shutting down heat sinks. Does this get me to TSM movement heat range any faster?
Question 1:
There isn't any way to activate TSM without totally telegraphing what I'm doing, correct?
Question 2:
Without optional TacOps rules, (Dialing Down Energy Weapons) is there any good way to use all 4 MML launchers if I get into a 3 hex range without messing with my TSM heat?
Thanks for any help. I always find there are surprises to the application of rules that I don't consider before I sit down. I've only ever used TSM in mega mek, and want to be able to use it proficiently if I'm going to bring this Thug to the party....
You're oversinked, and projectile (ammo based) weapons make it worse, because you can't 'hold' at 9 for very long, if at all.
which, if you're using a dedicated TSM build, you
really want to be able to do.my usual glance with building for TSM, is to have a weapons fit that mostly complement each other, can (with running or a jump) hit 29 on an alpha strike, sink 20 heat, and hold at 9 with most of the weapons I bracket fire with.
basically, staying at 9 gives you all the bennies, including a nice movement bonus, at only plus one to your gunnery.
being able to lay down sustained fire while you're closing to deliver punishment is thus, done the same way you'd do it with a 3025 'mech that doesn't sink all its heat.
Round 1: generate 29 heat.
Rounds 2-through-whatever: generate 20 heat, that keeps your heat levels from dropping below 9, but to do it, you are bracket firing.
A tsm build with only SHS you need a fit out that generates 19 on a running or jumping alpha, followed by bracketing for 10 heat each turn-meaning you're either walking or running and you're not firing something, or you're not jumping.
it's basically a tool best used if you KNOW your 'mech's heat.
The alternate, is to use the option to turn off heat sinks. either way it's about a turn's delay before the effect starts.
Weapons that offer heat tuning at the best return, tend to be the classic energy combos from 3025. All those lower-tech lasers and PPCs that give you heat numbers that
aren't a multiple of 5.
Medium Laser,
Large Laser,
PPC...sometimes small lasers.
but your balance has to be laid out in detail, and you kinda need to have 'pre-planned' combinations to make best use-you CAN do it with missiles and ballistics, but it's a LOT harder to achieve, and then sustain.
particularly if you want the speed boost, instead of the slow-down.
TSM works best for
aggressive players. Hesitant, risk-averse players do better with MASC, especially since it doesn't lock your legs up when it fails anymore.
and, there aren't very many
good uses in the canon lists. Lots of designs have it, but they kinda suck at being able to actually
use it, either being oversinked, or undergunned, or overgunned, or overgunned AND dependent on ammo (or, in the worst case I hesitate to mention, undergunned with cool running weapons AND ammo dependency)
YMMV, as is always the case with 'good' or 'bad' design work, but the principle is the same; you've got a target heat you need this turn, to activate teh special ability NEXT turn. Sometimes this will telegraph your intent, especially if you're shooting 'at the ground'.
better targets would be clearing woods, reducing buildings, or getting close enough to alpha everything on your jump landing and taking the chance.
then running around at plus one MP firing not-everything-every-turn and driving the Clan player you're facing batshit because "that's too fast for that 'mech!!"
At a gamestore game shortly after TW released, I actually caused an obnoxious Klanner Kustom player to throw the table over and storm off doing that.