![]() The main exception is if I've got a very mixed force with a lot of infantry or light armor to spot. I'm not a huge LRM fan, since indirect fire is a bit problematic. Jets help a lot, but on a mech with a bit of ground speed, so you can walk and turn, you can get by with out them if you have a mech that's worth taking (no one's ever going to tell you to leave a Hunchback at home because it lacks jets, though if you must have them the Victor is basicly the same thing but with jets). Most of the H veriants are pretty good, too, and there's no shortage of others, but the Ss and Hs are a good start.įor 3025, its all about the 3/6/9 weapons, the ML, SRM and AC20. The Clans are fairly easy to get good coverage on, since there's a whole group of "S" veriant omnis that are made for cities. You could use 'Mechs for this as nckestrel mentioned, but the vehicles are cheaper and will get the job done fine. One other final counterintuitive option is to bring LRM Carriers because you will have plenty of infantry to spot for their indirect fire and plenty of buildings to screen them from the enemy. Class 20 autocannons are always a good choice to open up targets with a single blast.īear in mind you also want a good number of similarly constructed vehicles and standard infantry because there are a lot of things your 'Mechs cannot do. Short ranged weapons: You pay a lot for extra range that you will never use in a city, so instead of worrying about ER weapons load up on short ranged weapons with lots of knockdown potential to smash the enemy. double blind), Active Probes can let you spot enemy forces before they know you are there for improvised ambushes, and ECM can block the enemy's probes to preserve your own advantage.Īnti-infantry weapons: Conventional infantry can be a terror in a city, and while a Machine Gun will not help you very much if they are dug into a building, you really want to be able to take advantage of the opportunity to splatter them if you ever get the chance.Ĭritseekers: Lurking vehicles are another major threat in a city, so you want weapons that can deal with them. This means you want as much armor as you can get between you and the enemy.Įlectronics: Depending on the rules in play (i.e. Thick armor: Urban combat is almost always brutal short ranged combat so evading fire is going to be more or less impossible. This is also one of the areas where iJJs shine so I would not hesitate for grab an iJJ assault because the 5 or 6 jump MP can make them competitive with mediums in mobility. Jump Jets: In broken terrain ground MP is nearly worthless so jumping is critical. For 'Mechs, there is a long list of things you need to successfully take the fight to the enemy, so I will cover that list and you can make judgments based on that. ![]()
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