Basic strategies

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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 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.

Strategies

Here's what underlies the importance of getting that +1 modifier. Part of the data was obtained from The Dark Fortress.

2d6 probability distribution
Die roll Exact probability Result or more How easier to hit than at +1
2 2.77 2.77 103%
3 5.55 97.22 106%
4 8.33 91.66 110%
5 11.11 83.33 115%
6 13.88 72.22 124%
7 16.66 58.33 140%
8 13.88 41.66 150%
9 11.11 27.77 166%
10 8.33 16.66 200%
11 5.55 8.33 300%
12 2.77 2.77 N/A

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!

This suggests two things when you're looking at the usual 6-10 to-hit ranges:

  • Almost anything that makes you harder to hit is worth it!
  • Almost anything that makes it easier to hit the opponent is worth it!

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.


Movement strategies

Here's some things to keep in mind for movement.

Speed is life!

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:

Movement modifiers
Hexes moved Modifier
0-2 +0
3-4 +1
5-6 +2
7-9 +3
10+ +4
Jumping +1

Here are some rough guidelines:

  • 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).
  • 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.
  • Try to end your turn with your mechs facing in a direction where they can do the movements described above - think ahead!
  • 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!