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August 17, 2007

Mechwarrior Strategy Article: Solaris VII Weigh-In: Considering the Warwolf

Trevor the Great has a solid Mechwarrior strategy article up over at Wizkids focusing on the implications of the new Solaris VII rules. I’m not crazy about Solaris VII, personally, thinking that this could easily turn dull. So long as the Solaris stuff doesn’t eclipse standard Mechwarrior combat, however, I’ll keep an open mind about it.

For those of us still digesting the ways in which Solaris differs from standard Mechwarrior, Trevor does a good job laying it out:

” The Solaris arenas lend themselves well to a certain type of ’Mech. Though the combined-arms Age of Destruction game tends to favor ’Mechs with high defenses that can slug it out with vehicles and infantry, the Solaris VII game demands a ’Mech that is more mobile, with enough range to make its opponent pay when it wins initiative. In fact, this writer is of the mind that the single most important special equipment on Solaris is Jump Jets. This allows your ’Mech to take full advantage of abrupt elevated terrain on the board”

In his opinion, Clan Wolf’s Warwolf is a good choice for fighting Solaris VII style. With the proper Mechwarrior piloting it, the Warwolf is a very potent ‘mech in one-on-one combat. And given the way in which high mobility is rewarded in Solaris VII, the 9 standard speed of this mech is pretty sweet. As he puts it:

” By virtue of Fell’s Jump Jets and range, you’ve gained a substantial advantage over most heavy ’Mechs, and you should be able to gain that advantage on any map with abrupt elevated terrain. If the map you’re fighting on has no abrupt elevated terrain, you can still use Jump Jets to outmaneuver your opponent and stack defensive modifiers through hindering terrain.”

Posted by Discoshaman at August 17, 2007 04:40 AM

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