Ashla Mason, on 27 February 2013 - 10:59 PM, said:
Let me brake down how this works using clan ghost bear's SOP going up against say... a mercenary assault lance.
The assault lance which is fielding an atlas, a zeus, a banshee and a victor wind up being charged by a ghost bear force consisting of a pair of firemoths and a dragonfly. Figuring the clan mechs are being piloted by morons who have been drinking too long at the "genetically supperior" pond (what with them charging enemies who both outnumber and critically outmass them by 175 tons) decide to stand and shoot, and probably aren't going to hit much considering the Firemoths move at a speed of 216 Kmph with masc activated and the dragonfly isn't exactly slow at 129.6.
As soon as the Light mechs are in spitting distance, 2 elemental points (5 man teams) leap out and grapple with two of the mechs (doesn't matter which really), firing small lasers, SRM2s and machine guns while shredding armor with their battleclaws. Sure, the assault mechs can *try* and swat them off or shoot them, but that means shooting a man sized target off of a 40 foot tall robot, and you still have those light mechs nipping at your heals. By the time they can take them down, they've probably savaged your armor if not murdered the merc's mech outright and either moved on to the next mech or headed for cover.
But hey, that example requires some luck and some mechs to work, so lets try one that doesn't have any mechs directly involved!
Those same mercs move to support other forces who are getting pummeled several sectors away. Assault mechs not being the fastest of mechs the lance takes the most direct route possible: through a pass. Before they enter it, they collectively stop to check their sensors for mechs, and don't see anything, so they advance into the pass and suddenly find themselves facing a full star of elementals (25 battle armored troops) popping out from everything and anything that can hide them from the assault mech's line of sight. Again, once they are grappled the mechs are basically at the mercy of their opponents.
I am looking at the 1st engagement from a TT point of view.
The average IS MechWarrior was Greens (6 Gunner). The Clanners were Regs (4 Gunners). (Clanners grades are better than the IS. SO, a Green IS was 6 while a Green Clanner was a 5)
The IS Assualt lance(Or Stiener Scout Lance):
Atlas(BV 1,557),
Banshee(BV 1,223) and a
Victor(BV 1,165) (I am gueesing the last Mech was down because of maintanace problems. Their Techs are Greens as well.)
The Clan Recon
Nova ( only 3 Light Mechs and 3 points of Elementals. The rest of the Nova is on the Warship pissed because they were removed from the Bid):
Firemoth(BV 1,057),
Firemoth(BV 1,057),
Dragonfly(BV 1,484) and 3
Points of Elementals(BV 50ea x 15= 750)
BV IS = 3945
BV Clans = 4348
This does not include the Pilots. Sorry I could not find that info so quickly.
If the IS Mech stand still the whole time and the Clans run at full speed the whole Time the IS MechWarriors need 10s on 2d6 and the Clans need 7s on 2d6. This does not include Range, Terrain, Mins, etc. If this was a Merc Unit they will be Regs( Needing 9s on 2d6).
The IS Mechs do not have a chance unless their commander is a Tactical Genius and they get lucky hits.
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The second engagement:
Same 3 Mech against 25 Elementals whoa re able spring a trap. While the Atlas has an AC-20, it also has an LRM-20 it cannot use. The Banshee has a PPC he will have a hard time using. Once the Elementals swarm the Mech are done for.
* Edited were I said STAR. I should have said NOVA.
Edited by Skylarr, 17 March 2013 - 06:49 PM.