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	<updated>2026-04-12T10:46:18Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>http://www.mekwars.org/mediawiki-1.34.1/index.php?title=Basic_strategies&amp;diff=468</id>
		<title>Basic strategies</title>
		<link rel="alternate" type="text/html" href="http://www.mekwars.org/mediawiki-1.34.1/index.php?title=Basic_strategies&amp;diff=468"/>
		<updated>2013-12-12T15:57:47Z</updated>

		<summary type="html">&lt;p&gt;Anvilfolk: /* Speed is life! */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Introduction ==&lt;br /&gt;
&lt;br /&gt;
In this page you'll find some basic strategies that everyone should know about.&lt;br /&gt;
&lt;br /&gt;
The main thing you'll want to be aware of is that BattleTech is, in great part, a game about mastering ''movement''. Shooting is easy. The hard part is positioning yourself so that you can fire adequately at the enemy, without the enemy being able to do the same to you.&lt;br /&gt;
&lt;br /&gt;
== Strategies ==&lt;br /&gt;
&lt;br /&gt;
Here's what underlies the importance of getting that +1 modifier. Part of the data was obtained from [http://www.thedarkfortress.co.uk/tech_reports/2_dice_rolls.htm The Dark Fortress].&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|+2d6 probability distribution&lt;br /&gt;
|-&lt;br /&gt;
|Die roll&lt;br /&gt;
|Exact probability&lt;br /&gt;
|Result or more&lt;br /&gt;
|How easier to hit than at +1&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
| 2.77&lt;br /&gt;
| 2.77&lt;br /&gt;
| 103%&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
| 5.55&lt;br /&gt;
| 97.22&lt;br /&gt;
| 106%&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
| 8.33&lt;br /&gt;
| 91.66&lt;br /&gt;
|110%&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
| 11.11&lt;br /&gt;
| 83.33&lt;br /&gt;
|115%&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|13.88&lt;br /&gt;
|72.22&lt;br /&gt;
|124%&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
| 16.66&lt;br /&gt;
| 58.33&lt;br /&gt;
| 140%&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
| 13.88&lt;br /&gt;
| 41.66&lt;br /&gt;
| 150%&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
| 11.11&lt;br /&gt;
| 27.77&lt;br /&gt;
| 166%&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
| 8.33&lt;br /&gt;
| 16.66&lt;br /&gt;
| 200%&lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
| 5.55&lt;br /&gt;
| 8.33&lt;br /&gt;
| 300%&lt;br /&gt;
|-&lt;br /&gt;
|12&lt;br /&gt;
| 2.77&lt;br /&gt;
| 2.77&lt;br /&gt;
| N/A&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Since shots are usually fired at 6-10 to-hit ranges, look at how significant the improvement for each +1 modifier is. It's one 1.5 times more likely to hit an 8+ shot than it is a 9+ shot! The effect compounds with every modifier that you add, especially if they are +2 or +3!&lt;br /&gt;
&lt;br /&gt;
This suggests two things when you're looking at the usual 6-10 to-hit ranges:&lt;br /&gt;
* Almost anything that makes you harder to hit is worth it!&lt;br /&gt;
* Almost anything that makes it easier to hit the opponent is worth it!&lt;br /&gt;
&lt;br /&gt;
If you are already shooting at a 5+, trying to get in a situation where you would get 4+ might not be worth it depending on how much more vulnerable that makes your mech.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Movement strategies ===&lt;br /&gt;
&lt;br /&gt;
Here's some things to keep in mind for movement.&lt;br /&gt;
&lt;br /&gt;
==== Speed is life! ====&lt;br /&gt;
&lt;br /&gt;
It was true for WW2 aviators, and it is true in Battletech! The more you move, the faster you are, and the harder you are to hit. Recall the movement modifiers to be hit:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|+Movement modifiers&lt;br /&gt;
|-&lt;br /&gt;
|Hexes moved&lt;br /&gt;
|Modifier&lt;br /&gt;
|-&lt;br /&gt;
| 0-2&lt;br /&gt;
| +0&lt;br /&gt;
|-&lt;br /&gt;
| 3-4&lt;br /&gt;
| +1&lt;br /&gt;
|-&lt;br /&gt;
| 5-6&lt;br /&gt;
| +2&lt;br /&gt;
|-&lt;br /&gt;
| 7-9&lt;br /&gt;
| +3&lt;br /&gt;
|-&lt;br /&gt;
| 10+&lt;br /&gt;
| +4&lt;br /&gt;
|-&lt;br /&gt;
| Jumping&lt;br /&gt;
| +1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Here are some rough guidelines:&lt;br /&gt;
* If you have a 4/6 mech, '''walk at least 3 hexes, run at least 5!''' This gives you at least a +1 and +2 modifiers. This still allows you to either turn facing once, or to enter some terrain at a +1 modifier.&lt;br /&gt;
* For faster mechs, adapt the walk/run from at least 3/5 to something like 5/7, so they get +2 and +3 modifiers rather than +1 and +2.&lt;br /&gt;
* Try to end your turn with your mechs facing in a direction where they can do the movements described above - think ahead!&lt;br /&gt;
* If all you want to do is move one hex, but have enough movement, it is often still possible to get there in a roundabout fashion and get those modifiers!&lt;br /&gt;
&lt;br /&gt;
==== Initiative sinking ====&lt;br /&gt;
&lt;br /&gt;
Getting initiative defines whether you will be able to react to your enemy's actions or not. Managing it is therefore extremely important. You can minimise the impact of losing initiative with the following guidelines:&lt;br /&gt;
* Always &amp;quot;move&amp;quot; immobilised or prone units first.&lt;br /&gt;
* Move slow or long-range units next.&lt;br /&gt;
* Move fast units or damaged units later.&lt;br /&gt;
&lt;br /&gt;
This &amp;quot;sinks&amp;quot; your initiative into units who are unable to take active part in the fight, or who are less able to respond to enemy movements. This allows you to see what the enemy is doing before using your faster, higher damage mechs to respond to those moves.&lt;br /&gt;
&lt;br /&gt;
Fast units should be moved last because they can more easily be placed in flanking positions at optimum range when you know where the enemy is. Particularly damaged units should be moved last to guarantee that they are harder to hit. Move your damaged mech unit first, and your opponent will immediately close in for the killing blow!&lt;br /&gt;
&lt;br /&gt;
=== Attack strategies ===&lt;br /&gt;
&lt;br /&gt;
Ultimately, fights are about eliminating the opposition. The most efficient way to do this is to ''neutralise'' enemy mechs - not necessarily to ''destroy them''.&lt;br /&gt;
&lt;br /&gt;
Once the armour on a section (e.g. the left arm, LA) is destroyed, damage will be applied to the internal structure. Every time damage is applied to the internal structure, it might score &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;critical hits&amp;lt;/span&amp;gt;, which can cripple the enemy mechs. This frees you to destroy other mechs.&lt;br /&gt;
&lt;br /&gt;
Your objective, therefore, is to make sure you get inside the armour and cause critical hits.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Firing order ====&lt;br /&gt;
&lt;br /&gt;
The order in which you fire your weapons - and your mechs - is important. Higher damage weapons have a higher chance of destroying armour, which means subsequent shots are more likely to hit internal structure. Here are two good guidelines:&lt;br /&gt;
* Shoot heavy damage weapons first to pierce the armour.&lt;br /&gt;
* Shoot cluster weapons last, to increase chances of hitting unarmoured sections.&lt;br /&gt;
&lt;br /&gt;
Here is an example. You fire 2 small lasers (3 damage) first, and then 1 large laser (8 damage) at an enemy mech. They all hit the CT of the enemy mech, which had 9 armour left. Alternatively, you fire the large laser first, and then the 2 small lasers.&lt;br /&gt;
# CT armour is hit by small laser, 6 armour left.&lt;br /&gt;
# CT armour is hit by small laser, 3 armour left.&lt;br /&gt;
# CT armour is hit by large laser, 0 armour left. 5 damage is transferred to internal structure. &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;Chance to crit!&amp;lt;/span&amp;gt;&lt;br /&gt;
vs&lt;br /&gt;
# CT armour is hit by large laser, 1 armour left.&lt;br /&gt;
# CT armour is hit by small laser, 0 armour left. 2 damage is transferred to internal structure. &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;Chance to crit!&amp;lt;/span&amp;gt;&lt;br /&gt;
# CT armour is hit by small laser, 0 armour left. 3 damage is transferred to internal structure. &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;Chance to crit!&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The total damage done is the same, but the second ordering doubles the chances of critting, and possibly disabling, the enemy mech.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Flanking ====&lt;br /&gt;
&lt;br /&gt;
You can increase the number of crits you deal by positioning yourself so that you focus fire on particular areas of an enemy mech. Here are some typical examples where this can be useful:&lt;br /&gt;
* An enemy mech has little armour on the LA. Try to shot him on his left side!&lt;br /&gt;
* You have a 20% chance of hitting a ''specific'' leg on a side hit, vs 11% on a front/rear hit. Use high-damage side shots to put fast mechs out of the fight!&lt;br /&gt;
* Side shots also increase the probability of hitting the torso on that specific side.&lt;br /&gt;
* A side kick ensures a hit to the leg that is being kicked, making it easier to destroy or crit that leg.&lt;br /&gt;
* Rear armour is usually thin, making it much easier to penetrate than front armour.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This should highlight the importance of knowing how to sink your init and subsequently positioning yourself to increase the probabilities of disabling an enemy mech.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Weapon ranges ====&lt;br /&gt;
&lt;br /&gt;
Before every fight, examine your mechs and the enemy mechs closely and figure out their &amp;quot;optimal&amp;quot; firing ranges. Every time that you move, try to make sure that:&lt;br /&gt;
* You can get better range than the enemy. Get within his minimum range, or stay just outside his range bracket, while you stay inside yours.&lt;br /&gt;
* After the remaining enemy mechs move, they still cannot move to within a comfortable range bracket.&lt;br /&gt;
* You can comfortable concentrate effective fire on a single mech, in an attempt to knock him out soon.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Heat management ====&lt;br /&gt;
&lt;br /&gt;
Heat management isn't as important as some other features, but if you're just starting these might help you.&lt;br /&gt;
* Avoid overheating! You can go up to 4 heat before you start getting penalties.&lt;br /&gt;
* Walking, moving, and jumping generate 1, 2 and 3+ heat, so keep that in mind if you want to fire multiple weapons.&lt;br /&gt;
* If your mech is surrounded and about to go down, fire everything you've got indiscriminately. Might as well go down fighting!&lt;/div&gt;</summary>
		<author><name>Anvilfolk</name></author>
		
	</entry>
	<entry>
		<id>http://www.mekwars.org/mediawiki-1.34.1/index.php?title=Old_Main_Page&amp;diff=462</id>
		<title>Old Main Page</title>
		<link rel="alternate" type="text/html" href="http://www.mekwars.org/mediawiki-1.34.1/index.php?title=Old_Main_Page&amp;diff=462"/>
		<updated>2013-11-22T00:43:50Z</updated>

		<summary type="html">&lt;p&gt;Anvilfolk: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;center&amp;gt;[[Image:mekwarssplash.jpg]]&amp;lt;/center&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: right; margin-left: 10px&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;big&amp;gt;'''Welcome to the MegaMekNET wiki system'''&amp;lt;/big&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== New to MegaMekNET? ==&lt;br /&gt;
Welcome to the [http://www.mekwars.org/ MegaMekNET] wiki. MegaMekNET is a [http://sourceforge.net/projects/mekwars/ Mekwars] campaign server that allows people to arrange and play [http://megamek.info/ MegaMek] ([http://bg.battletech.com/ Classic Battletech]) games in a campaign context. Every player action has a strategic impact on the ongoing campaign.&lt;br /&gt;
&lt;br /&gt;
Take a look at the game [[Features]] and [[Rules]] before joining the campaign! An [[Installation procedure]] and [[Getting started]] guide are available in order to help you.&lt;br /&gt;
&lt;br /&gt;
For more advanced or detailed help you can check the [[MekWars interface]] and [[MegaMek interface]] guides.&lt;br /&gt;
&lt;br /&gt;
== New to Classic BattleTech? ==&lt;br /&gt;
Some people may discover [[Classic BattleTech]] as they discover [[MegaMekNET]]. Don't panic, there is a lot of source available from the world wide web. You'd maybe have a look at our [[Classic BattleTech]] page, and try to explore some of those external sources: [http://www.classicbattletech.com/ ClassicBattleTech.com] or [http://sarna.net/ Battletech Wiki]. Basic rules require only a few training games and a comprehensive tutor to be understood. '''Have a try!'''&lt;br /&gt;
&lt;br /&gt;
Once you've got the basics down, you can check out some important [[basic strategies]].&lt;br /&gt;
&lt;br /&gt;
== Featured content ==&lt;br /&gt;
[[Operation| A description of current operations in new cycle]]&lt;br /&gt;
&lt;br /&gt;
[[:Category: MekWars mechanisms| Description of MekWars working scheme]]&lt;br /&gt;
&lt;br /&gt;
[[MekWars interface| Detailed MekWars' user guide with screenshots]]&lt;br /&gt;
&lt;br /&gt;
[[Terrains| Campaign's terrain definitions]]&lt;br /&gt;
&lt;br /&gt;
[http://terrainatlas.net/ Long John Peter's Atlas of planetary terrains]&lt;br /&gt;
&lt;br /&gt;
[[Terrain| Terrain Map Types]]&lt;br /&gt;
&lt;br /&gt;
[[Units]]&lt;br /&gt;
&lt;br /&gt;
[[Basic strategies]] for people newer to Classic BattleTech&lt;br /&gt;
&lt;br /&gt;
== Wiki Usage ==&lt;br /&gt;
A wiki is a medium which can be edited by anyone with access to it, and provides an easy method for linking from one page to another. You can find more informations on wikis on [http://en.wikipedia.org/wiki/Wiki the wikipedia's related page], and specific details on this wiki in the [[Wiki team]] page.&lt;br /&gt;
&lt;br /&gt;
At any moment you can get back to the website home by clicking MegaMekNET logo on the top left side on the page, on by clicking the [[Main Page]] link in the navigation menu. Also think to start searches using keywords related to your questions, you can perform this using the search box below the navigation menu. '''Searching is often a good way to browse a Wiki.'''&lt;br /&gt;
&lt;br /&gt;
== Information ==&lt;br /&gt;
This is the central information location; unfortunately as usual for community driven projects, it lacks documentation. The [[Wiki team]] is working in order to provide a complete and up-to-date game reference. As you read these pages, don't forget to warn the [[Wiki team]] about mistakes or corrections, using the [http://www.mekwars.org/forum forum] or in game chat.&lt;br /&gt;
&lt;br /&gt;
Note that you can now ask [[User:Spork|Spork]] to be allowed to the &amp;quot;wiki&amp;quot; usergroup, thus being able to edit these wiki pages.&lt;br /&gt;
&lt;br /&gt;
The information provided herein is not to be considered official, however. It means that most information can be trusted but can also be outdated or incorrect. '''Take the wiki content with caution'''.&lt;br /&gt;
&lt;br /&gt;
== Old wiki ==&lt;br /&gt;
The old wiki was hopelessly outdated and no longer exists.&lt;br /&gt;
&lt;br /&gt;
{|border=1&lt;br /&gt;
|-&lt;br /&gt;
|'''Disclaimer'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;[http://www.catalystgamelabs.com/ Catalyst Game Labs] has sole ownership of the names, logo, artwork, marks, photographs, sounds, audio, video and/or any proprietary material used in connection with the game [[Classic BattleTech]]. Catalyst Game Labs has granted permission to www.mekwars.org to use such names, logos, artwork, marks and/or any written materials for promotional and informational purposes on its website but does not endorse, and is not affiliated with, www.mekwars.org in any official capacity whatsoever. &amp;lt;/small&amp;gt;&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Anvilfolk</name></author>
		
	</entry>
	<entry>
		<id>http://www.mekwars.org/mediawiki-1.34.1/index.php?title=Basic_strategies&amp;diff=461</id>
		<title>Basic strategies</title>
		<link rel="alternate" type="text/html" href="http://www.mekwars.org/mediawiki-1.34.1/index.php?title=Basic_strategies&amp;diff=461"/>
		<updated>2013-11-22T00:41:36Z</updated>

		<summary type="html">&lt;p&gt;Anvilfolk: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Introduction ==&lt;br /&gt;
&lt;br /&gt;
In this page you'll find some basic strategies that everyone should know about.&lt;br /&gt;
&lt;br /&gt;
The main thing you'll want to be aware of is that BattleTech is, in great part, a game about mastering ''movement''. Shooting is easy. The hard part is positioning yourself so that you can fire adequately at the enemy, without the enemy being able to do the same to you.&lt;br /&gt;
&lt;br /&gt;
== Strategies ==&lt;br /&gt;
&lt;br /&gt;
Here's what underlies the importance of getting that +1 modifier. Part of the data was obtained from [http://www.thedarkfortress.co.uk/tech_reports/2_dice_rolls.htm The Dark Fortress].&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|+2d6 probability distribution&lt;br /&gt;
|-&lt;br /&gt;
|Die roll&lt;br /&gt;
|Exact probability&lt;br /&gt;
|Result or more&lt;br /&gt;
|How easier to hit than at +1&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
| 2.77&lt;br /&gt;
| 2.77&lt;br /&gt;
| 103%&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
| 5.55&lt;br /&gt;
| 97.22&lt;br /&gt;
| 106%&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
| 8.33&lt;br /&gt;
| 91.66&lt;br /&gt;
|110%&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
| 11.11&lt;br /&gt;
| 83.33&lt;br /&gt;
|115%&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|13.88&lt;br /&gt;
|72.22&lt;br /&gt;
|124%&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
| 16.66&lt;br /&gt;
| 58.33&lt;br /&gt;
| 140%&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
| 13.88&lt;br /&gt;
| 41.66&lt;br /&gt;
| 150%&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
| 11.11&lt;br /&gt;
| 27.77&lt;br /&gt;
| 166%&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
| 8.33&lt;br /&gt;
| 16.66&lt;br /&gt;
| 200%&lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
| 5.55&lt;br /&gt;
| 8.33&lt;br /&gt;
| 300%&lt;br /&gt;
|-&lt;br /&gt;
|12&lt;br /&gt;
| 2.77&lt;br /&gt;
| 2.77&lt;br /&gt;
| N/A&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Since shots are usually fired at 6-10 to-hit ranges, look at how significant the improvement for each +1 modifier is. It's one 1.5 times more likely to hit an 8+ shot than it is a 9+ shot! The effect compounds with every modifier that you add, especially if they are +2 or +3!&lt;br /&gt;
&lt;br /&gt;
This suggests two things when you're looking at the usual 6-10 to-hit ranges:&lt;br /&gt;
* Almost anything that makes you harder to hit is worth it!&lt;br /&gt;
* Almost anything that makes it easier to hit the opponent is worth it!&lt;br /&gt;
&lt;br /&gt;
If you are already shooting at a 5+, trying to get in a situation where you would get 4+ might not be worth it depending on how much more vulnerable that makes your mech.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Movement strategies ===&lt;br /&gt;
&lt;br /&gt;
Here's some things to keep in mind for movement.&lt;br /&gt;
&lt;br /&gt;
==== Speed is life! ====&lt;br /&gt;
&lt;br /&gt;
It was true for WW2 aviators, it is true in Battletech! The more you faster you move, the faster you are, and the harder you are to hit. Recall the movement modifiers to be hit:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|+Movement modifiers&lt;br /&gt;
|-&lt;br /&gt;
|Hexes moved&lt;br /&gt;
|Modifier&lt;br /&gt;
|-&lt;br /&gt;
| 0-2&lt;br /&gt;
| +0&lt;br /&gt;
|-&lt;br /&gt;
| 3-4&lt;br /&gt;
| +1&lt;br /&gt;
|-&lt;br /&gt;
| 5-6&lt;br /&gt;
| +2&lt;br /&gt;
|-&lt;br /&gt;
| 7-9&lt;br /&gt;
| +3&lt;br /&gt;
|-&lt;br /&gt;
| 10+&lt;br /&gt;
| +4&lt;br /&gt;
|-&lt;br /&gt;
| Jumping&lt;br /&gt;
| +1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Here are some rough guidelines:&lt;br /&gt;
* If you have a 4/6 mech, '''walk at least 3 hexes, run at least 5!''' This gives you at least a +1 and +2 modifiers. This still allows you to either turn facing once, or to enter some terrain at a +1 modifier.&lt;br /&gt;
* For faster mechs, adapt the walk/run from at least 3/5 to something like 5/7, so they get +2 and +3 modifiers rather than +1 and +2.&lt;br /&gt;
* Try to end your turn with your mechs facing in a direction where they can do the movements described above - think ahead!&lt;br /&gt;
* If all you want to do is move one hex, but have enough movement, it is often still possible to get there in a roundabout fashion and get those modifiers!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Initiative sinking ====&lt;br /&gt;
&lt;br /&gt;
Getting initiative defines whether you will be able to react to your enemy's actions or not. Managing it is therefore extremely important. You can minimise the impact of losing initiative with the following guidelines:&lt;br /&gt;
* Always &amp;quot;move&amp;quot; immobilised or prone units first.&lt;br /&gt;
* Move slow or long-range units next.&lt;br /&gt;
* Move fast units or damaged units later.&lt;br /&gt;
&lt;br /&gt;
This &amp;quot;sinks&amp;quot; your initiative into units who are unable to take active part in the fight, or who are less able to respond to enemy movements. This allows you to see what the enemy is doing before using your faster, higher damage mechs to respond to those moves.&lt;br /&gt;
&lt;br /&gt;
Fast units should be moved last because they can more easily be placed in flanking positions at optimum range when you know where the enemy is. Particularly damaged units should be moved last to guarantee that they are harder to hit. Move your damaged mech unit first, and your opponent will immediately close in for the killing blow!&lt;br /&gt;
&lt;br /&gt;
=== Attack strategies ===&lt;br /&gt;
&lt;br /&gt;
Ultimately, fights are about eliminating the opposition. The most efficient way to do this is to ''neutralise'' enemy mechs - not necessarily to ''destroy them''.&lt;br /&gt;
&lt;br /&gt;
Once the armour on a section (e.g. the left arm, LA) is destroyed, damage will be applied to the internal structure. Every time damage is applied to the internal structure, it might score &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;critical hits&amp;lt;/span&amp;gt;, which can cripple the enemy mechs. This frees you to destroy other mechs.&lt;br /&gt;
&lt;br /&gt;
Your objective, therefore, is to make sure you get inside the armour and cause critical hits.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Firing order ====&lt;br /&gt;
&lt;br /&gt;
The order in which you fire your weapons - and your mechs - is important. Higher damage weapons have a higher chance of destroying armour, which means subsequent shots are more likely to hit internal structure. Here are two good guidelines:&lt;br /&gt;
* Shoot heavy damage weapons first to pierce the armour.&lt;br /&gt;
* Shoot cluster weapons last, to increase chances of hitting unarmoured sections.&lt;br /&gt;
&lt;br /&gt;
Here is an example. You fire 2 small lasers (3 damage) first, and then 1 large laser (8 damage) at an enemy mech. They all hit the CT of the enemy mech, which had 9 armour left. Alternatively, you fire the large laser first, and then the 2 small lasers.&lt;br /&gt;
# CT armour is hit by small laser, 6 armour left.&lt;br /&gt;
# CT armour is hit by small laser, 3 armour left.&lt;br /&gt;
# CT armour is hit by large laser, 0 armour left. 5 damage is transferred to internal structure. &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;Chance to crit!&amp;lt;/span&amp;gt;&lt;br /&gt;
vs&lt;br /&gt;
# CT armour is hit by large laser, 1 armour left.&lt;br /&gt;
# CT armour is hit by small laser, 0 armour left. 2 damage is transferred to internal structure. &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;Chance to crit!&amp;lt;/span&amp;gt;&lt;br /&gt;
# CT armour is hit by small laser, 0 armour left. 3 damage is transferred to internal structure. &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;Chance to crit!&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The total damage done is the same, but the second ordering doubles the chances of critting, and possibly disabling, the enemy mech.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Flanking ====&lt;br /&gt;
&lt;br /&gt;
You can increase the number of crits you deal by positioning yourself so that you focus fire on particular areas of an enemy mech. Here are some typical examples where this can be useful:&lt;br /&gt;
* An enemy mech has little armour on the LA. Try to shot him on his left side!&lt;br /&gt;
* You have a 20% chance of hitting a ''specific'' leg on a side hit, vs 11% on a front/rear hit. Use high-damage side shots to put fast mechs out of the fight!&lt;br /&gt;
* Side shots also increase the probability of hitting the torso on that specific side.&lt;br /&gt;
* A side kick ensures a hit to the leg that is being kicked, making it easier to destroy or crit that leg.&lt;br /&gt;
* Rear armour is usually thin, making it much easier to penetrate than front armour.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This should highlight the importance of knowing how to sink your init and subsequently positioning yourself to increase the probabilities of disabling an enemy mech.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Weapon ranges ====&lt;br /&gt;
&lt;br /&gt;
Before every fight, examine your mechs and the enemy mechs closely and figure out their &amp;quot;optimal&amp;quot; firing ranges. Every time that you move, try to make sure that:&lt;br /&gt;
* You can get better range than the enemy. Get within his minimum range, or stay just outside his range bracket, while you stay inside yours.&lt;br /&gt;
* After the remaining enemy mechs move, they still cannot move to within a comfortable range bracket.&lt;br /&gt;
* You can comfortable concentrate effective fire on a single mech, in an attempt to knock him out soon.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Heat management ====&lt;br /&gt;
&lt;br /&gt;
Heat management isn't as important as some other features, but if you're just starting these might help you.&lt;br /&gt;
* Avoid overheating! You can go up to 4 heat before you start getting penalties.&lt;br /&gt;
* Walking, moving, and jumping generate 1, 2 and 3+ heat, so keep that in mind if you want to fire multiple weapons.&lt;br /&gt;
* If your mech is surrounded and about to go down, fire everything you've got indiscriminately. Might as well go down fighting!&lt;/div&gt;</summary>
		<author><name>Anvilfolk</name></author>
		
	</entry>
	<entry>
		<id>http://www.mekwars.org/mediawiki-1.34.1/index.php?title=Basic_strategies&amp;diff=460</id>
		<title>Basic strategies</title>
		<link rel="alternate" type="text/html" href="http://www.mekwars.org/mediawiki-1.34.1/index.php?title=Basic_strategies&amp;diff=460"/>
		<updated>2013-11-21T23:12:18Z</updated>

		<summary type="html">&lt;p&gt;Anvilfolk: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Introduction ==&lt;br /&gt;
&lt;br /&gt;
In this page you'll find some basic strategies that everyone should know about.&lt;br /&gt;
&lt;br /&gt;
The main thing you'll want to be aware of is that BattleTech is, in great part, a game about mastering ''movement''. Shooting is easy. The hard part is positioning yourself so that you can fire adequately at the enemy, without the enemy being able to do the same to you.&lt;br /&gt;
&lt;br /&gt;
== Strategies ==&lt;br /&gt;
&lt;br /&gt;
Here's what underlies the importance of getting that +1 modifier. Part of the data was obtained from [http://www.thedarkfortress.co.uk/tech_reports/2_dice_rolls.htm The Dark Fortress].&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|+2d6 probability distribution&lt;br /&gt;
|-&lt;br /&gt;
|Die roll&lt;br /&gt;
|Exact probability&lt;br /&gt;
|Result or more&lt;br /&gt;
|How easier to hit than at +1&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
| 2.77&lt;br /&gt;
| 2.77&lt;br /&gt;
| 103%&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
| 5.55&lt;br /&gt;
| 97.22&lt;br /&gt;
| 106%&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
| 8.33&lt;br /&gt;
| 91.66&lt;br /&gt;
|110%&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
| 11.11&lt;br /&gt;
| 83.33&lt;br /&gt;
|115%&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|13.88&lt;br /&gt;
|72.22&lt;br /&gt;
|124%&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
| 16.66&lt;br /&gt;
| 58.33&lt;br /&gt;
| 140%&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
| 13.88&lt;br /&gt;
| 41.66&lt;br /&gt;
| 150%&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
| 11.11&lt;br /&gt;
| 27.77&lt;br /&gt;
| 166%&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
| 8.33&lt;br /&gt;
| 16.66&lt;br /&gt;
| 200%&lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
| 5.55&lt;br /&gt;
| 8.33&lt;br /&gt;
| 300%&lt;br /&gt;
|-&lt;br /&gt;
|12&lt;br /&gt;
| 2.77&lt;br /&gt;
| 2.77&lt;br /&gt;
| N/A&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Since shots are usually fired at 6-10 to-hit range, look at how significant the improvement for each +1 modifier is. It's one 1.5 times more likely to hit an 8+ shot than it is a 9+ shot, and this compounds for every modifier that you add, especially if they are +2 or +3!&lt;br /&gt;
&lt;br /&gt;
This suggests two things when you're looking at the usual 6-10 to-hit ranges:&lt;br /&gt;
* Almost anything that makes you harder to hit is worth it!&lt;br /&gt;
* Almost anything that makes it easier to hit the opponent is worth it!&lt;br /&gt;
&lt;br /&gt;
If you are already shooting at a 5+, trying to get in a situation where you would get 4+ might not be worth it depending on how much more vulnerable that makes your mech.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Movement strategies ===&lt;br /&gt;
&lt;br /&gt;
Here's some things to keep in mind for movement.&lt;br /&gt;
&lt;br /&gt;
==== Speed is life! ====&lt;br /&gt;
&lt;br /&gt;
It was true for WW2 aviators, it is true in Battletech! The more you faster you move, the faster you are, and the harder you are to hit. Recall the movement modifiers to be hit:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|+Movement modifiers&lt;br /&gt;
|-&lt;br /&gt;
|Hexes moved&lt;br /&gt;
|Modifier&lt;br /&gt;
|-&lt;br /&gt;
| 0-2&lt;br /&gt;
| +0&lt;br /&gt;
|-&lt;br /&gt;
| 3-4&lt;br /&gt;
| +1&lt;br /&gt;
|-&lt;br /&gt;
| 5-6&lt;br /&gt;
| +2&lt;br /&gt;
|-&lt;br /&gt;
| 7-9&lt;br /&gt;
| +3&lt;br /&gt;
|-&lt;br /&gt;
| 10+&lt;br /&gt;
| +4&lt;br /&gt;
|-&lt;br /&gt;
| Jumping&lt;br /&gt;
| +1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Here are some rough guidelines:&lt;br /&gt;
* If you have a 4/6 mech, '''walk at least 3 hexes, run at least 5!''' This gives you at least a +1 and +2 modifiers. This still allows you to either turn facing once, or to enter some terrain at a +1 modifier (climb or descend, rough terrain, etc).&lt;br /&gt;
* For faster mechs, adapt the walk/run from at least 3/5 to something like 5/7, so they get +2 and +3 modifiers rather than +1 and +2.&lt;br /&gt;
* Try to end your turn with your mechs facing in a direction where they can do the movements described above - think ahead!&lt;br /&gt;
* If all you want to do is move one hex, but have enough movement, it is often still possible to get there in a roundabout fashion and get those modifiers!&lt;/div&gt;</summary>
		<author><name>Anvilfolk</name></author>
		
	</entry>
	<entry>
		<id>http://www.mekwars.org/mediawiki-1.34.1/index.php?title=Basic_strategies&amp;diff=459</id>
		<title>Basic strategies</title>
		<link rel="alternate" type="text/html" href="http://www.mekwars.org/mediawiki-1.34.1/index.php?title=Basic_strategies&amp;diff=459"/>
		<updated>2013-11-21T21:24:31Z</updated>

		<summary type="html">&lt;p&gt;Anvilfolk: Created page with &amp;quot;== Introduction ==  In this page you'll find some basic strategies that everyone should know about.  The main thing you'll want to be aware of is that BattleTech is, in great ...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Introduction ==&lt;br /&gt;
&lt;br /&gt;
In this page you'll find some basic strategies that everyone should know about.&lt;br /&gt;
&lt;br /&gt;
The main thing you'll want to be aware of is that BattleTech is, in great part, a game about mastering ''movement''. Shooting is easy. The hard part is positioning yourself so that you can fire adequately at the enemy, without the enemy being able to do the same to you.&lt;br /&gt;
&lt;br /&gt;
== Strategies ==&lt;br /&gt;
&lt;br /&gt;
Here's what underlies the importance of getting that +1 modifier. Part of the data was obtained from [http://www.thedarkfortress.co.uk/tech_reports/2_dice_rolls.htm The Dark Fortress].&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|+2d6 probability distribution&lt;br /&gt;
|-&lt;br /&gt;
|Die roll&lt;br /&gt;
|Exact probability&lt;br /&gt;
|Result or more&lt;br /&gt;
|How much easier&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
| 2.77&lt;br /&gt;
| 2.77&lt;br /&gt;
| 102%&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
| 5.55&lt;br /&gt;
| 97.22&lt;br /&gt;
| 106%&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
| 8.33&lt;br /&gt;
| 91.66&lt;br /&gt;
|110%&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
| 11.11&lt;br /&gt;
| 83.33&lt;br /&gt;
|115%&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|3&lt;br /&gt;
|3&lt;br /&gt;
|124%&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
| 13.88&lt;br /&gt;
| 72.22&lt;br /&gt;
| 140%&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
| 16.66&lt;br /&gt;
| 58.33&lt;br /&gt;
| 140%&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
| 13.88&lt;br /&gt;
| 41.66&lt;br /&gt;
| 150%&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
| 11.11&lt;br /&gt;
| 27.77&lt;br /&gt;
| 166%&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
| 8.33&lt;br /&gt;
| 16.66&lt;br /&gt;
| 200%&lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
| 5.55&lt;br /&gt;
| 8.33&lt;br /&gt;
| 300%&lt;br /&gt;
|-&lt;br /&gt;
|12&lt;br /&gt;
| 2.77&lt;br /&gt;
| 2.77&lt;br /&gt;
| N/A&lt;br /&gt;
|}&lt;br /&gt;
=== Movement strategies ===&lt;br /&gt;
&lt;br /&gt;
* ''Always move as much as possible''! &amp;lt;br /&amp;gt; Recall the movement modifiers:&lt;/div&gt;</summary>
		<author><name>Anvilfolk</name></author>
		
	</entry>
	<entry>
		<id>http://www.mekwars.org/mediawiki-1.34.1/index.php?title=Old_Main_Page&amp;diff=458</id>
		<title>Old Main Page</title>
		<link rel="alternate" type="text/html" href="http://www.mekwars.org/mediawiki-1.34.1/index.php?title=Old_Main_Page&amp;diff=458"/>
		<updated>2013-11-21T20:38:38Z</updated>

		<summary type="html">&lt;p&gt;Anvilfolk: /* New to Classic BattleTech? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;center&amp;gt;[[Image:mekwarssplash.jpg]]&amp;lt;/center&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: right; margin-left: 10px&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;big&amp;gt;'''Welcome to the MegaMekNET wiki system'''&amp;lt;/big&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== New to MegaMekNET? ==&lt;br /&gt;
Welcome to the [http://www.mekwars.org/ MegaMekNET] wiki. MegaMekNET is a [http://sourceforge.net/projects/mekwars/ Mekwars] campaign server that allows people to arrange and play [http://megamek.info/ MegaMek] ([http://bg.battletech.com/ Classic Battletech]) games in a campaign context. Every player action has a strategic impact on the ongoing campaign.&lt;br /&gt;
&lt;br /&gt;
Take a look at the game [[Features]] and [[Rules]] before joining the campaign! An [[Installation procedure]] and [[Getting started]] guide are available in order to help you.&lt;br /&gt;
&lt;br /&gt;
For more advanced or detailed help you can check the [[MekWars interface]] and [[MegaMek interface]] guides.&lt;br /&gt;
&lt;br /&gt;
== New to Classic BattleTech? ==&lt;br /&gt;
Some people may discover [[Classic BattleTech]] as they discover [[MegaMekNET]]. Don't panic, there is a lot of source available from the world wide web. You'd maybe have a look at our [[Classic BattleTech]] page, and try to explore some of those external sources: [http://www.classicbattletech.com/ ClassicBattleTech.com] or [http://sarna.net/ Battletech Wiki]. Basic rules require only a few training games and a comprehensive tutor to be understood. '''Have a try!'''&lt;br /&gt;
&lt;br /&gt;
Once you've got the basics down, you can check out some important [[basic strategies]].&lt;br /&gt;
&lt;br /&gt;
== Featured content ==&lt;br /&gt;
[[Operation| A description of current operations in new cycle]]&lt;br /&gt;
&lt;br /&gt;
[[:Category: MekWars mechanisms| Description of MekWars working scheme]]&lt;br /&gt;
&lt;br /&gt;
[[MekWars interface| Detailed MekWars' user guide with screenshots]]&lt;br /&gt;
&lt;br /&gt;
[[Terrains| Campaign's terrain definitions]]&lt;br /&gt;
&lt;br /&gt;
[http://terrainatlas.net/ Long John Peter's Atlas of planetary terrains]&lt;br /&gt;
&lt;br /&gt;
[[Terrain| Terrain Map Types]]&lt;br /&gt;
&lt;br /&gt;
[[Units]]&lt;br /&gt;
&lt;br /&gt;
== Wiki Usage ==&lt;br /&gt;
A wiki is a medium which can be edited by anyone with access to it, and provides an easy method for linking from one page to another. You can find more informations on wikis on [http://en.wikipedia.org/wiki/Wiki the wikipedia's related page], and specific details on this wiki in the [[Wiki team]] page.&lt;br /&gt;
&lt;br /&gt;
At any moment you can get back to the website home by clicking MegaMekNET logo on the top left side on the page, on by clicking the [[Main Page]] link in the navigation menu. Also think to start searches using keywords related to your questions, you can perform this using the search box below the navigation menu. '''Searching is often a good way to browse a Wiki.'''&lt;br /&gt;
&lt;br /&gt;
== Information ==&lt;br /&gt;
This is the central information location; unfortunately as usual for community driven projects, it lacks documentation. The [[Wiki team]] is working in order to provide a complete and up-to-date game reference. As you read these pages, don't forget to warn the [[Wiki team]] about mistakes or corrections, using the [http://www.mekwars.org/forum forum] or in game chat.&lt;br /&gt;
&lt;br /&gt;
Note that you can now ask [[User:Spork|Spork]] to be allowed to the &amp;quot;wiki&amp;quot; usergroup, thus being able to edit these wiki pages.&lt;br /&gt;
&lt;br /&gt;
The information provided herein is not to be considered official, however. It means that most information can be trusted but can also be outdated or incorrect. '''Take the wiki content with caution'''.&lt;br /&gt;
&lt;br /&gt;
== Old wiki ==&lt;br /&gt;
The old wiki was hopelessly outdated and no longer exists.&lt;br /&gt;
&lt;br /&gt;
{|border=1&lt;br /&gt;
|-&lt;br /&gt;
|'''Disclaimer'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;[http://www.catalystgamelabs.com/ Catalyst Game Labs] has sole ownership of the names, logo, artwork, marks, photographs, sounds, audio, video and/or any proprietary material used in connection with the game [[Classic BattleTech]]. Catalyst Game Labs has granted permission to www.mekwars.org to use such names, logos, artwork, marks and/or any written materials for promotional and informational purposes on its website but does not endorse, and is not affiliated with, www.mekwars.org in any official capacity whatsoever. &amp;lt;/small&amp;gt;&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Anvilfolk</name></author>
		
	</entry>
</feed>