Open this Crimson Straight map, if you will.
It was assault or skirmish game (doesn't matter which), we started at the red spawn (D8-E8). We went knees deep in the water along the shore line, below the coast - along C7-C6-B5 line. We stopped in the B4-C3 area and formed a nice and tight firing line. For the longest time the enemy had no idea where we are. I think the idea was that the red mechs will stumble onto us one by one, and wherever a mech will appear within our range, about 8 of of the 12 allied mechs will be able to fire at him almost immediately. Which is what happened. It wasn't 12-0, we lost some mechs, but it was an easy victory. This felt a lot like faction play - invasion, the defending side.
I have some questions about this move:
1. How often is it reasonable to expect this tactic to work in T3 PUG environment?
2. What is the proper counter-tactic? I'm thinking it's to form a ball of death out of brawlers, send fast snipers way out in the water to get line of sight on the enemy, and charge in with all brawlers at once.
3. When both teams play optimally, which side has an advantage in this situation?
P. S. Unfortunately, I can't remember our commander's name. If you're reading this, please chime in!
Edited by DavidStarr, 30 January 2017 - 12:20 AM.