![]() My lucky break was taking the head off a Rifleman 5M that just poked out around a corner so it fell pretty much pristine. None of my tanks took bad hits b/c it was a congo line of Alacorn & 3 Schreks which kept that street clear. I had a Zeus get a side and leg blown off, internals on the torso of a Orion as well as having the arm shot off, and torso armor on a Black Knight gone with some internals. Once contact was made the center group moved to support but at their speed and being out of position they were not able to provide a lot of support, especially since I did not have many LRM mechs (left that to vehicles in open field battles). I did not switch streets between blocks to avoid being predictable so once spotted, even though I killed the infantry LPOPs he still had a good idea of where targets were that he wanted to fight. My opponent instead of trying to stop all the spearheads, concentrated his mechs & armor between the west and center spearheads, aimed at the west group. I sent my VTOLs and hover APCs forward with infantry & BA to attack the defender's infantry pickets while my mechs marched down the roads. When I pushed the assault against a enemy in that city, my attack was spread out with a pair of lances backed up by armor in each of the 'north' 32x32 areas, all pushing south. Infantry & BA also took up positions to see, played pathfinder to get through buildings to see if there was a ambush on the other side of the block- I think squad-sized infantry rule is the way to go in cities b/c you need the dispersion to cover the ground. They became a target for everything in range. Light mechs would jump up on top of buildings that could hold them to see down streets, around some corners and into the few parks or other open areas. I built 32x32 urban maps for MM that could be networked together (roads & buildings at edges merge) to create several 96x96 (or 3x3 of the maps) battlefields where two companies of mechs, company of armor, some BA and a company of infantry were facing roughly the same size force. Especially if you use some of the advanced LOS & sensor rules. without enough of the right forces both sides could stumble past each other without ever being spotted. If you build a map like a modern city that is larger than the 16x17 phonebook and use double blind. Urban combat tactics depends on the rules you are using and what you consider 'urban' terrain. This gives a hover tank a +3 movement modifier and a +2 hull down position gives a + 5 total modifier but each tactic is only very strong type of urban planning set up. I could go on about gun emplacements or prepared hull down positions just outside the city that are 7 hexes apart. The militia on these worlds have to field units in huge numbers but can only send a tiny portion of it to intercept the enemy as the targets they have to defend a huge number of targets. Most planets seem to be the old everything centralized so it cannot efficiently be defended so objective raids have a good chance to work. Starting at the Second Succession War planning went toward better defenses and de centralized infrastructure. If it was built before or at the beginning of the Star League then the target world was planned for efficient production and distribution not defense. ![]() Urban defense in battletech revolves around how long ago the target area was built. ![]() A well defined defense in depth urban planning will most times will make them pay for every block taken. The BV of lightly armored concealed trailers puts a lot of offensive power. For more normal fights tanks and battle armor with TAG and Light TAG painting the enemy for homing, copperhead and semi-guided LRM and Mech Mortar rounds. If you are policing against mob units like those described in the Reunification War you use level one chemical weapons like tear gas and jump infantry with snipers with rubber bullets should break up the mob unit. ![]()
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