I played an amazing game this weekend. At danger close, two stingers and a Wasp directly engaged an Orion. They kept jumping around and could not be hit so the Orion ignored them...until the head critical hit. At that point, three other heavies devoted their time and initiative to catch these three mechs. This allowed a rifleman, a marauder and two archers to move in and rain shots on them. Ultimately the defender lost a Balltemaster, a Victor and a Thunderbolt for these three mechs...a good trade. The scouts were lighter, but they were able to seize tactical advantage and it cost the defender the game.
@TheDaNuker6 жыл бұрын
Good role summary for light 'Mechs: Scout, (medium/long ranged) Skirmishers and (close range) Strikers. The main 3025 outliers are 'Mechs like Urbanmechs and Panthers which are basically bargain basement priced AC/10 or PPC mobile turrets, albeit fairly tough ones for a light 'Mech! Light 'Mechs (MG lights) were great anti-infantry killer units under the older rules set. However, the current TW rules make infantry hit a lot tougher and makes more risky. Still, risking ~350 BV to the blob of 7x2 hits vs a more expensive ~900+ BV Medium 'Mech might be worth it. And since kicks no longer kills more than a few infantrymen, there is no need to send in an Assault to literally curb stomp the entire platoon in a single attack... Lastly to add on for the missions, for Breakthrough and especially The Chase scenario setups, light 'Mechs or vehicles in 3025 are pretty much essential. You need the speed to either reach the board edge or interdict your opponent before they reach the board edges. The lack of weight saving tech like XL engines in this era means Mediums don't necessarily have the firepower and speed combined to catch up.