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Basic Maneuvers And Concepts.


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#1 King Arthur IV

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Posted 31 August 2013 - 02:42 AM

Basic team maneuvers and concepts.

Punch the Hunch:
Every team has a hunch, not necessarily a hunchback mech but a “hunch” this is the weakness in their composition, it is exploitable!

Ram and Jam:
This is most effective with fast and nimble Mechs. Certain priority targets are sometimes inaccessible from your main force, (ram) this is when you send in 1-2 mechs through the thick of the enemy lines (jam) to disrupt the priority target.

Tease and Please:
This is what I like to refer as setting bait to trap the enemy. The opportunity may present itself at any given moment where you can (tease) lure them into a trap, (Please) for your team to demolish.

Turn and Burn:
Similar to tease and please but no trap involved. This maneuver is preformed when you are on the run. The concept relies on the awareness of your ability and surroundings. While preforming a retreat it is possible the enemy forces may split up inadvertently, with the confidence of you and your team; you can (turn) on them and (burn) take them out.

Shake and Take:
To acquire a foot hold in any battle, Strategic locations are constantly being fought for; this is no different in MWO. (take) To take control of a grid space, (shake) you must force them out in various ways.

Flank and spank:
(Flank) A flank maneuver is performed by a certain number of mechs. (Spank)when they are in position, this team will distract, disorient and damage from range.

Surround and Pound:
Commonly performed in succession with flank and spank, (surround) After flanking the enemy, when the opportunity presents itself; (pound) all mechs will converge on the enemy and take them out.

Drill and Fill:
(Drill) After using long range direct/indirect fire to soften up the enemy targets. (Fill) When the opportunity presents itself, the brawlers rush into the enemies main force.

Penetrate and isolate:
Sometimes it isnt in your favor to trade at range; the only way to break the enemy is to maneuver close, then penetrate the line and isolate 1-2 mechs at a time for focus fire.

Stick and Flick:
The most simple of concepts! Stick together and flick the baddies off as they appear.

Diagrams coming soon....


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Edited by King Arthur IV, 31 August 2013 - 02:47 AM.


#2 Andodx

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Posted 31 August 2013 - 04:53 AM

you missed one!

Spill & Kill:
This is When you leak ammunition into an enemy until he dies.

#3 Straylight

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Posted 31 August 2013 - 05:01 PM

One to add, useful for anyone with a speed advantage and adapted from real air combat tactics: boom & zoom.

Since there's no altitude-energy conversion in MWO, it relies on cover instead of speed. Set up in an enemy's fear flank--about his 4 or 8 o'clock to start your run. Ideally you want to close within 100 meters before you attack and he becomes aware of you, but the faster he is, the closer you need to be.

Once you shoot, you need to be ready to do one of two things: either duck off and out of line of sight in the opposite direction you approached from (if you came from his 4 o'clock, run to his 8) if you have an exit there, or dash past him as he tries to turn to track you.

If you have to run past him, you need to watch how he turns. If he keeps turning the same direction to track you, turn into him. If he snaps the other direction, turn away from him. In either case, you need to be in cover before he can draw a bead on you.

Knowing where your escape hatches are is critical to this, and you need to be able to find them without looking since you'll be keeping your eyes on your opponent to see how he reacts. Ideally you'll always have three: one to your target's weak side (opposite the way he turns), one opposite that if you break past him and he reverses his turn, and one at some point before you shoot in case he spots you first. The last one has become more important since Seismic was introduced.

Most of the time that I pull 5 or 6 kills out of a match in my Jenner or Raven, it's because I'm able to line up repeated strafing runs like this against larger, slower targets.

It works, it frustrates opponents into making mistakes, and it's great, high-intensity fun.





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