I was training with some of my DHB fellows in a 4v4 drop and I wound up taking point in my JagerMech. I was the first of my squad to crest a hill and located the enemy team, and then got hammered hard by the full force of 4 BattleMechs while only managing to scratch one of them in the process, then they were gone. I was practically helpless, beaten and battered, but they were off and away without a care.
The enemy was running a Bristling Caterpillar. You run a 4-man Lance of Mechs at a similar speed in a line, always moving, staying about 30 meters apart from each other, where each man follows exactly in the footsteps of the Mech in front of him. You don't cut corners, or stop to look around... you just move as a caterpillar that's bristling with guns and lasers. When the "head" of the caterpillar locates a target, he fires and then darts off to one side, causing a kink in the caterpillar. This allows the next man to move his Mech to the exact same location where the first Mech fired, firing a salvo, then dashing to the same side and following the Head's footsteps... that allows the third man to move up to exactly where the first Mech fired, yaddayadda, eventually all 4 of you have fired a salvo on the same target and are already moving to cover before they can mount a response.
The Bristling Caterpillar is meant specifically to hit a single target 4 times while keeping your whole team in motion and not allowing the enemy return fire to become focused on any of your teammates. You focus on one of them easily enough, but they can't focus on one of you very well - the Head, although the first target to present himself to the enemy, will be the first one to get to cover, and the other 3 Mechs in line will all share return fire rather equally.
The key focuses here is to maintain a consistent and evenly-spaced line and to not cut corners when you're following someone, and also for the Head to always keep moving. If you cut corners, you will compress the line and increase the chances of causing friendly fire and blocking people's shots. If the head stops, then everything clumps up and you become vulnerable to enemy return fire.
This technique works best with Cavalry-type Mechs with fast engines and lots of hitting power. The hit-and-run philosophy works well for flanking attacks where your whole lance just pops out around from behind a hill, dumps 4 volleys into an unsuspecting enemy, loops around backward, then has already disappeared back to whence they came before the enemy can bring multiple weapons platforms to bear on your location.
You don't need Voice Comms to pull this off, just 1 person to volunteer as the Head and 3 faithful followers who will trust the Head to not lead them directly into the enemy's clutches. So long as the head does hit-and-run fighting and lets everyone cool off enough between strike runs, you can make any random Pick Up Game crew look like a big stompy Premade slaughterhouse.
Edited by Prosperity Park, 23 April 2013 - 08:45 PM.