Never add an even number of jump jets on a mech that has an odd walking MP.
Example-7/11 with 6 jumpjets, or 5/8 with 4 jumpjets.
Never let a company command mech get in the middle of an engagement where
he cannot get back out quickly.
Never buy a Turkina in a battle where there is a BV maximum!
Never make a mech under 30 tons go slower than 4/6 with 4 jumpjets.
Never put case on an Inner Sphere mech that has an XL engine.
Never pilot an Urbanmech, unless it is IIC!
Things you should try to do:
In a C3 battle, try and take out the company command mech.
Without him the enemy is not nearly as effective.
Get into a Rifleman's Rear!!
Make Innersphere mechs with Targeting Computers and C3 computers.
It will really rip up the enemy (only in Level 3 rules).
If you are playing on a Heavy Woods mapsheet, stand in the middle with your
Firestarter and burn it down (Fun, even if it isn't that effective!!).
Spread your fire around, do not focus on one mech.
If all else fails, you should try to RUN!!!!!!!
Try to get your fire support mechs in a strategic position such as a forest
or behind/on top of a hill. If you have one of your light mechs spot
for these missile-carriers, then they can be very effective without
suffering any damage. Also, Artemis IV and V are very useful for making
more missiles hit. However they are most usefull on 15 and 20
packs. ~Submitted by:
ezekiel316@excite.com
Campaign Ideas:
Use a BV max instead of a tonnage max.
If you are using the C-bill system to buy things, think of efficiency.
Here is a simple way to figure efficiency: Drop off the last
4 digits in the cost (ex. 9,000,000 = 900), then subtract this total from
the Battle Value. This is the Efficiency rating.
Start with a lot of money for each person, and build many Regiments...It
is very fun to think of all that power under your command!
If you can think of any more tips that you would like to put on this
page, e-mail the tip to me
(FlankrSu27@aol.com)and I will make sure that it gets put up and that
you get credit for it.