dal10, on 09 December 2013 - 05:55 PM, said:
+3 to hit at max speed. if you ran as well it becomes +5. plus any range modifiers you could be looking at requiring a 11-12 to hit if you are a 4/5 pilot. and you would need the run to have a chance at holding ranges.
... and into the endless feedback circle/loop of tactics.
Yes, if you can force this situation, the charger is a
great one (or two) trick pony.
The problem is that it is limited to this tactic; leaving it easily open to a variety of countering tactics.
For instance, a good assault pilot, as I said, would know the thing is there and plan for it, and do his best to force the charger to run across open terrain while the assault pilot either - stands still, and cuts down the to-hit and pummels the charger as it closes ... or takes a leisurely backwards shuffle at walking speed, and lets the statistics work for him.
Or you send a light/medium "courser" lance of low BV mechs at the charger, and attemt to get him into a situation where he has to chase targets at his max speed, incurring those evil to-hit modifiers, all the while exposing himself to at least one or possibly two of the lance for back shots - even better, do this with a friendly heavy-hitting assault within range of, say, ppcs or gauss rifles, and give the charger the choice of getting backshot, or pummeled at long range.
... and so on, to infinity.
Edited by Pht, 12 December 2013 - 03:56 PM.