| Attention ALL SIBKO CADETS!! |
SaKhan Ace Leroux and Khan Thyson Shark have a few tips for you would-be Star
Commanders...
- Always try to flank your oponent, that way you can crush him
easily with a closing box maneuver.
- Present as many targets as possible, make them hestitate, then
they are lost.
- Learn from the opening cinematic: the best way against an
enemy mech is through his back (and head)
- If the Mission has tips for you. Then read them, they are
always very helpful.
- Try to include fully armored mechs (Atlases) on a group of
easily destroyed clan mech you have salvaged (e.g. Vultures) on a group. the tendency of
the AI is to target the atlas while your vultures go for the kill
- Learn to use the different attack possibilities such as Attack
from Long Distance or Attack from Current Position. Also, learn to evaluate your enemy
forces: do they attack up close or from long distances? Counterattack by using their
weaknesses to your advantage.
- Go for the high ground to see the greatest amount of
surrounding area.
- Disable the opponent's weapons if he's too good for you. For
Mad Cats, target the head so you can salvage what will remain just be prepared to take
some losses
- The Battle Inventory will change so check it carefully after
each mission.
- Keep your forces moving when in battle. The pilots themselves
will continue to attack the enemy even though you're redirecting them elsewhere.
- Differences in technology can make it more expensive to repair
captured enemy forces than repairing your own. You might want to sell off enemy 'Mechs and
use the acquired Resource Points to better advantage.
- Try modifying your 'Mech with every possible weapon
combination. You never know what arrangement will provide that magic combination.
- If an enemy 'Mech has a small red health bar but appears to be
running around the field fairly unencumbered, its weapons are probably destroyed, so
ignore it and go after the big 'Mechs.
- Group your units according to their skills: slow movers
together, long-distance fighters together for long-range assaults.
- Just because a 'Mech falls down, doesn't mean its dead. Keep
on it, this will be the only time when it can be attacked without firing back!
- If an enemy mech has lots of weapons with a minimum range (eg,
Gauss Rifle), then get within Minimum range and engage, but keep your pilots moving, just
in case.
- Remember that aiming for bits and pieces is all good and well,
but if you miss that part, the attack missess altogether. Is it really worth the
Casualties? Remember that Clan 'Mechs are more expensive to repair.
- Green and Regular Troops generally don't have a brilliant
Gunnery skill so aiming for specific parts of a 'Mech is a waste because it will take
twice as long as to kill that Uller than it should do!
- When attacking, gang up and fire at one target, you will kill
them much quicker.
- Try using mixed weight lances. For example, A Timberwolf
(Madcat), a Cougar (with ECM suite)and a couple of Vultures. That way, you have the
firepower of the Madcat, the sensor range of the Cougar, and the LR abilities of the
Vulture. Experiment, you'll be surprised how quickly a mission can be won with that
special combination!
- After a battle, go straight into the 'Mech Bay and strip your
'Mechs of weapons and repir them. Then go and read the mission objectives, then
re-arm your 'Mechs for the kind of combat that you expect. EG, lots of buildings, go for a
few long range weapons, and heaps of short range.
- If you expect to do some scouting, get a Jump capable mech,
preferably a Raven, and arm it to the teeth with an ECM suite, an active probe, extended
sensors, and a heap of LRM racks. That way you can fire as soon as you see anything, and
jump away from trouble. As well as having the added bonus of extra sensor range, the enemy
won't pick you up on radar!
- Remember Murphy's Law of Warfare: "The enemy diversion
you are ignoring, is the main attack!"