Kanil, on 01 February 2022 - 06:28 PM, said:
You just jump away next turn. +3 for jumping, +1 for your target to turn around, and +2 for range on anything other than LRMs/AC2s and now you're looking at 10s to hit. More realistically, that 'mech is probably going to move/shoot at one of your other 'mechs that isn't nearly as elusive, so ideally you land behind another target that's already moved and repeat the process. The real danger comes from missed kicks, or landing somewhere where your opponent can move something into close range with walking and blast away on 8s, or if they've got some <4 gunners on the field.
Speed kills, you have to use it. You need to generate a larger hit modifier for your opponent for your movement than firing penalty for your shooting, and always end in some cover. A light will always be +2 to +3 to shoot, plus however much for the opponent’s cover and movement (perhaps +3 total for a large target). At a range of 1 hex, your hit numbers with machine guns are a 9-10. Lousy.
But you get that at 3 hexes with mediums or SRMs, and with less attendant risk of being floor stomped by more than your intended target if you fail initiative. The light moves last the first turn, and first when retreating,
On the flip side, the big bad you jumped, if it gets to reply, +1 for movement, +2 for your cover, +3 or even 4 for your movement… 10 or 11. Too high to risk a kick… unless your light risked a kick and missed. If you fell… suddenly it’s a stomp fest.
not worth getting into that sort of range for those hit numbers.