« Solaris VII "Linebacker" Battlemaster Stats | Main | German Mechwarrior Site »

August 13, 2007

Using Light Mechs in Competitive Mechwarrior Play


Zac Wendler has written a strategy article over on Wizkids that echoes many of my own thoughts on Mechwarrior strategy – “Living on Cheap Street”. As he writes, most players in Mechwarrior competitions use a single, heavy mech as an anchor for their battle force. A typical 600 points army in Mechwarrior consists of a monster mech, such as a Warhammer IIC or Atlas, supplemented with a wave of infantry or large amounts of artillery. Like Wendler points out, this is similar to the combined arms strategy used by real life militaries. However, it does tend to exclude lots of worthwhile mechs from Mechwarrior competitions. He provides a few thoughts on employing light mechs in a 600-point Mechwarrior army. Here’s a bit of the article:

” It is worth noting, however, that the light ’Mech, one of the most ubiquitous units in the game, is often passed over for roles it could very well fill. In fact, a pair of light ’Mechs can often perform the same job as a fully equipped heavy, do it more effectively, and do it for fewer points. Here are a number of excellent light ’Mechs that you should consider, as well as pilot and gear combinations useful to them.

House Davion Vixen (Wolf Strike #068) (108 pts.)
—Galedon Military Academy Graduate (8 pts.)
—Light Alpha Strike (23 pts.)
Total points: 139

Here, for about the cost of the average tank drop, is a unit with greater range, mobility, and striking power (8 on a hit!). It sports a defense value in line with most tanks, and an attack (10 with Improved Targeting) normal for a heavy tank. And with an effective assault range of 20 inches, just packing one of these in your second rank as an implied threat might force your opponent to maneuver that heavy of his in ways he’d rather not, just to keep it safe.

Bannson’s Raiders Solitaire (Annihilation #051) (100 pts.)
—Scott Graves or Matt Vanek (28 pts.)
—Light Decoy (21 pts.)
Total points: 149

This Solitaire is an absolute wrecking ball compared to almost any other unit in its weight category—and most outside it. The meat of this setup, the Solitaire’s ranged defense, sits pretty at 24 with Decoy on the first click; a pair of these will serve the same function as, and cost substantially less than, “Duke” Nova Cat, a heavy ’Mech from Firepower that has appeared in several Mechwarrior Worlds builds. A 24 defense with Decoy can’t be underestimated, as a ’Mech with a 12 attack will have about a 10 percent chance to hit this unit (rolling a 12 on 3d6 is about a 33 percent chance; square that for 10.89 percent). Given the Solitaire’s 14 base speed and more damage than most medium ’Mechs, this bad boy has the striking power and defense to give enemy range-dependant units hell. Two notable weaknesses in this setup include a general fragility (losing Evasion after the first click hurts) and a weakness to melee attacks. On the other hand, they’re Bannson’s ’Mechs; pack a cheap repair unit or two to bring ’em back to full if they get hit. Another really great gear for this unit is Light Inferno Flamers. At 23 points, this gear can turn big ’Mechs into absolute mush.

“Gray Hunter” Wulfen (Wolf Strike #091) (118 pts.)
—Gwin Fetladral (28 pts.)
—Light Improved Targeting (23 pts.)
Total points: 169

This particular setup is the most expensive light ’Mech combination I recommend, but I do so simply because I find myself using it so frequently. Simply put, Gwin fills any hole you have in your battleforce. She has a long-range primary weapon and high enough mobility to be able to really reach out and touch someone, and with Improved Targeting, you’ll rarely have to worry about misses. Secondary Anti-Personnel is very handy on a light ’Mech, especially when combined with solid range and accuracy. The real gem, however, is that Gwin is the perfect set-up artist for whatever else you have in your battleforce. Hitting with her grants +1 to any other attack your units make against that target. Team her up with a tank drop or a nasty heavy to shore up your hit percentage while supplying your team with a reliable and useful ’Mech.”


Posted by Discoshaman at August 13, 2007 04:33 AM

Comments

Post a comment




Remember Me?