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Author Topic: Tactical Discussion: Dictating Your Opponent's Fire  (Read 7539 times)

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klinktastic

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Tactical Discussion: Dictating Your Opponent's Fire
« on: March 15, 2011, 05:13:25 PM »

Discuss my article on dictating your opponent's fire!  If you have read it yet, check it out at: http://ourbattletech.com/2011/03/tactics-discussion-dictating-your-opponents-fire/.
« Last Edit: March 16, 2011, 09:31:32 AM by klinktastic »
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Knightmare

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Re: Tactical Discussion: Dictating Your Opponent's Fire
« Reply #1 on: March 16, 2011, 10:35:50 AM »

Interesting topic. Sadly, I don't have much experience in this department, so I can't contribute much to the discussion. Still, I'm interested in hearing what others have to say. I'll learn through digital osmosis.
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klinktastic

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Re: Tactical Discussion: Dictating Your Opponent's Fire
« Reply #2 on: March 16, 2011, 10:52:59 AM »

Digital osmosis is a great way to learn honestly.  So much knowledge on the web.

Anyway, I think the key take away is that the first time you play someone, give this a try.  See how they react.  If they instinctively shoot the lowest move mod, taking the easiest shots, then you know you can rope them with this tactic.  If they ignore it, focusing on whatever target they deem to be the highest priority, then it tells you to protect that unit and force them to overextend themselves trying to take it out.
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MadCapellan

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Re: Tactical Discussion: Dictating Your Opponent's Fire
« Reply #3 on: March 16, 2011, 11:33:36 AM »

I don't think it's ever truly possible to dictate the targets an opponent is firing at unless they are inexperienced or inattentive.  Obviously, you can offer up a low modifier as an incentive to fire on a certain unit, but after the first turn of contact, a wise player will factor existing damage into his target selection process.  Of course, sometimes the to-hit # goes so high that even against a damaged unit, you're throwing away shots. 

The problem really comes down to force selection - most players gravitate towards slow heavy & assault 'Mechs with 2-4 large, long-range guns.  While these weapons are great at crippling 'Mechs, they're pretty poor when it comes to actually killing an evasive target, and at 4/6 or slower your ability to dictate your own to-hit # is negligible. 

A properly designed force should always include a force of faster light or medium units armed with LB-X, pulse lasers, SRMs, or multiple smaller weapons.  Mechs with only a couple of weapons are generally throwing their damage away at 9+ or worse to-hit.  With the force I just described, if you attempt the maneuver mentioned in your article, the gunline shifts fire to a new target, but the medium lance rushes down the damaged unit and finishes it off.  Make enough to-hit rolls,and even at 9s or 10s you're finishing off a target.
« Last Edit: March 16, 2011, 04:11:05 PM by MadCapellan »
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