I'll will take each response in turn:
Vrekgar, on 12 March 2013 - 03:59 PM, said:
ECM dive the Missile boats. Even disrupting one will allow your force to move in and engage hostiles. Priority should be to destroy the Splatcats as fast as possible and then work their way down the list. Close range engaging of the missile boat closest to the main push will free up ECM to aid in disrupting the other boat.
Option 2:
Heavy brawler setup with ECM close support. Use the cover of the cave to push a force straight through the archway. By appearing so far to the side you give the team a window to defeat the close boat without the supporting fire of the far boat.
You can assume the LRM boats and Scouts all have TAG so ECM will not help you inside 750m. If you come down the D6 path or E5 road the red LRM boat has you. Cave rushing will be problematic as you will be exiting the tunnel single file and I don't know of ANY mech that could withstand 2 Splatcats focusing on them for more than 1 salvo. You would have to have a majority of your team going this route and they would need to be reasonably fast (i.e. your team would almost have to be custom-tailored to defeat this, which is unlikely). Though this might work yes.
Vrekgar, on 12 March 2013 - 03:59 PM, said:
Option 3:
Sniper with heavy defensive screen. Use long range direct fire to suppress LRM boats. Depending on number and reaction to fire of the boats you can push or defeat anything attempting to intrude your side of the field. By staying at very long range you give the maximum amount of time to target for enemy missiles, thus maximizing your teams ability to evade. You could also have ECM cover on your snipers to further aid in blocking missile fire.
Yes you can suppress them but the moment you begin your push they can pop back around get off at least 1 or 2 good volleys on one of your heavy hitters and likely toast it before you make much headway. And the scouts can always hop around the boat or hill to TAG while the boat stays behind cover and indirects. If you stay at maximum range then you won't get anything accomplished unless you have a sniper-centric team. Even then it may be probematic.
Vrekgar, on 12 March 2013 - 03:59 PM, said:
Option 4:
Bumrush. High speed maximum force assault with high priority to destroying missile boats. Engage in close as quickly as possible.
Possibly the best solution if your team is fast. But you are almost certain to lose at least 1 mech to each LRM boat in the process on your way in thus starting the brawl 2 or 3 mechs short. And I know plenty of LRM builds that have plenty of short range brawl capability (Stalkers) so you will probably starting the end engagement at a disadvantage.
Vrekgar, on 12 March 2013 - 03:59 PM, said:
Option 5:
Counter battery Missiles. Establish your own points of fire for missiles and engage in Boat on Boat fire.
ERROR. If your answer to a given strategy is more of the same strategy as the optimum way to defeat it that is a clear sign that the mechanic/tactic is out of balance in the game.
Overall some good ideas there but none I can imagine are optimal.
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What cover do you see on that map that isn't covered by one of those fire zones that is close enough for you to do any good for your team by staying in that position?
One Medic Army, on 12 March 2013 - 04:20 PM, said:
By advancing from one piece of cover to the next.
Was that a trick question?
Alternatively advancing while forcing the LRM user into cover via sniping.
Edited by topgun505, 12 March 2013 - 04:24 PM.