Question about mechs and squad setup

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Question about mechs and squad setup

Postby Aaargh » Mon Apr 16, 2012 9:42 am

Hey forum people!

I have a question regarding a possible setup I have found of my squad of five mechs, before actually asking the question I shall explain the squad layout and hopefully the glaring problem will be obvious to us all.
My squad is as follows.

2 Mechs running a 'soldier loadout' - 1 of each system. (Chub or MgN-311/3050 standard model only mirrored with eachother)
1 Mech running a mid to close range loadout - 1 close range, 1, direct-fire, 2-speed. (MMk-031 'Safir' heavily modded)
1 Mech running defender loadout (this one is tricky) - 2 defense, 2 direct-fire. (MMk-037 'Lansen' heavily modded)
1 Mech running heavy artillery loadout (another tricky one) - 2 Artillery-range, 2 comm-system. (Custom mech, probably a wee bit larger)

Now this would look fine you say but I am planning to build a combo with the two bottom mechs, where the first mech will crouch down, use both of his tower shields to act as support (like bi-pods) for the freakishly large railguns the other mech uses. This would turn them immobile and into a long range device of death. The problem with thit is that the defender mech would need a way to deal with people the mid to close combat mech can't handle or just to assist the mid/close mech.
I am thinking little ''bits'' that carry direct-fire attachements but only operate in the melee range of the defender mech (so the bits won't be able to fly around too far and get a sick range advantage from the direct-fire atchements).

My question is, is this actually allowed? Or am I forced to find another creative way for my mechs to be able to defend themselves?
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Re: Question about mechs and squad setup

Postby Mantisking » Mon Apr 16, 2012 10:00 am

Aaargh wrote:1 Mech running defender loadout (this one is tricky) - 2 defense, 2 direct-fire. (MMk-037 'Lansen' heavily modded)
1 Mech running heavy artillery loadout (another tricky one) - 2 Artillery-range, 2 comm-system. (Custom mech, probably a wee bit larger)

Now this would look fine you say but I am planning to build a combo with the two bottom mechs, where the first mech will crouch down, use both of his tower shields to act as support (like bi-pods) for the freakishly large railguns the other mech uses. This would turn them immobile and into a long range device of death. The problem with thit is that the defender mech would need a way to deal with people the mid to close combat mech can't handle or just to assist the mid/close mech.
I am thinking little ''bits'' that carry direct-fire attachements but only operate in the melee range of the defender mech (so the bits won't be able to fly around too far and get a sick range advantage from the direct-fire atchements).

My question is, is this actually allowed? Or am I forced to find another creative way for my mechs to be able to defend themselves?

You mean something like this?

Image
Suddenly, Bits! by [Soren], on Flickr.

In this topic on RPG.net we started discussing Dispersed Systems Mechs are post #523 or so.
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Re: Question about mechs and squad setup

Postby Aaargh » Mon Apr 16, 2012 10:09 am

Yes but instead of being bit's that swarm around a given point, I want mine to originate from the backpack equipment of my mech and be forced to stay in the melee range of the mech. I am just trying to find a way for the mech to be able to shoot whilst not giving up his artillery/defensive position for the other mech.
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Re: Question about mechs and squad setup

Postby Mantisking » Mon Apr 16, 2012 10:14 am

Aaargh wrote:Yes but instead of being bit's that swarm around a given point, I want mine to originate from the backpack equipment of my mech and be forced to stay in the melee range of the mech. I am just trying to find a way for the mech to be able to shoot whilst not giving up his artillery/defensive position for the other mech.

So build your mech on a plate and base the bits on that plate.
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Re: Question about mechs and squad setup

Postby Malcolm_Craig » Mon Apr 16, 2012 1:02 pm

Having one third of your force dedicated to occupying a fairly static role probably isn't such a good idea, unless under fairly specific circumstances. The basic 'soldier loadout' is also something I'm not so keen on these days (having had my arse handed to me in far too many Mechaton games by relying on basic, non-specialist mechs.) Company setups are something I've been thinking a little bit about since Conpulsion. Pairing your mechs is often a good way to go, as you've done with some of yours. The double defence/double direct unit is fairly useful, but I wonder if a pairing along the lines of:

Pair A: 1) Double defence, direct, spot 2): Double direct, defence, spot

Might actually be quite useful. Mech 1 can provide mobile cover for Mech 2, both can spot for each other (or for other units), and both can deal out some damage as they close. Downsides are that they need to match movement (meaning that if you move one of them 6, you're sucking down a high die for the next one as well) and they lack serious HtH punch for taking stations.

So, maybe for real station taking ability you use them as a pincer formation with a dedicated station team (Pair B) of two double defence/double HtH mechs. Put a one shot rocket on each of your HtH units and you have a fairly useful ranged punch as you close to take a station. The Pair A carrying all the direct firepower can pound station-holding mechs as Pair B rush in. With luck, by the time you get to the station a defending mech will have suffered a fair bit of damage from all that firepower.

To protect your own stations you use the double artillery, double spot mech (a fairly useful unit I might add.) That table-wide spot is a fairly useful innovation in comparison to the old Mechaton rules.

Cheers,
Malcolm
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Re: Question about mechs and squad setup

Postby Aaargh » Mon Apr 16, 2012 3:48 pm

If I understood the rules correctly dispatching a 'small' force would increase the value of my assets right?
I reckoned if I go with 5 mechs I would have a high asset score, where as defending really mattered (where this combination shines). I still might be wrong though.

I agree on the comment you made on the setup of the first pair, about the fact that they are not specialized and might get destroyed in actual fights. I will have to play with which setup I really like but most of the time those mechs will be backing eachother up, even if the green dice don't treat me well they should still be in eachothers direct-damage radius.

The second pair will probably stay the way it is, even if it is only for stylepoints (plus double artillery + spot seems squishy by itself). I do have to find a way to get some way to figure out to get the defender to do HtH damage with the 5th mech as well. So I have 3 pairs where 2 of those pairs are dynamic. (Maybe even move the fith mech to pair A?)
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Re: Question about mechs and squad setup

Postby MittenNinja » Mon Apr 16, 2012 3:55 pm

Malcolm_Craig wrote:Pair A: 1) Double defence, direct, spot 2): Double direct, defence, spot

Might actually be quite useful. Mech 1 can provide mobile cover for Mech 2, both can spot for each other (or for other units), and both can deal out some damage as they close. Downsides are that they need to match movement (meaning that if you move one of them 6, you're sucking down a high die for the next one as well) and they lack serious HtH punch for taking stations.

So, maybe for real station taking ability you use them as a pincer formation with a dedicated station team (Pair B) of two double defence/double HtH mechs. Put a one shot rocket on each of your HtH units and you have a fairly useful ranged punch as you close to take a station. The Pair A carrying all the direct firepower can pound station-holding mechs as Pair B rush in. With luck, by the time you get to the station a defending mech will have suffered a fair bit of damage from all that firepower.

To protect your own stations you use the double artillery, double spot mech (a fairly useful unit I might add.) That table-wide spot is a fairly useful innovation in comparison to the old Mechaton rules.

Cheers,
Malcolm


I've been thinking of a fairly similar tactic, only adding one 2xartillery/2xcomm frame hanging out on the fringes of the table dishing out long range support.
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Re: Question about mechs and squad setup

Postby Forged » Mon Apr 16, 2012 4:07 pm

My dream team at the moment is:

"Commander" 2Y.2Rd.1B
"Tank" 2B.2Rd+1d8 1 shot rocket
"Fire base A" 2Rd.2Ra.1G.1Y
"Fire base B" 2Rd.2Ra.1G.1Y
"Support" 2Ra+1d8.1B.1Y 1shot rocket
"Assault" 2Rm.1B.1Y.1G 1 shot rocket

The commander and tank would advance in the centre and get caught in the thick of it, the two fire bases would skirt the edges to try and reach objectives. Support stays in the back for defence, and assault goes where the action is.

I hope.
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