A general purpose lance, is often for me going to be trooper style mechs. Maybe one light, one heavy, and two mediums. Or all mediums. A good one I used and worked well was using a firestarter as the scout (tactical use of flamers), a pair of centurions, and a thunderbolt. Gave a good balance of firepower at mixed ranges, and could get the job done most of the time. The only issue I had was lack of jumpjets on all mechs for harsh terrain
The major variable is always: What era are we using? What's the Tech level? Are quirks allowed? Because campaign-wise it's nice to have those Mechs who have Easy to Maintain, Rugged and Ubiquitous. Narrow/Low Profile (which the Marauder has) is good for combat, and so affects repairs rather than maintenance. That said, I like Striker lances with Mechs that can jump, but otherwise 4/6/X or 3/5/3 movement. Light Mechs can have a different movement profile. That being said, you generally keep 3 hexes of space between units to avoid artillery and enemy stray shots if you use the Advanced Rules. You want to keep your lance's movement rate as equal as possible so that they move uniformly. The only exception is your Light mech, because when it doesn't act as your scout beforehand it now serves to outflank and backstab while your other 3 draw fire. Best case scenario, you want the Light Mech to get behind the current target and perform a Kick maneuver in the hopes for the target to fail the Piloting roll and face-plant. The Light Mech can also serve as your Initiative sink. As for lance composition? That's a tough one...If we include quirks then I'd say for 4/6/4 Mechs I'd pick 1 Heavy (Merlin 1B, Guillotine 4L, Grasshopper 5H, Crusader 3L, Thunderbolt 5SS, Catapult C1, or Cataphract 3D; pick your poison), 2 Mediums (Enforcer 4R, Vindicator 1R, Wyvern 6N, or Whitworth 1; pick your poison). Or, if you like 5/8/5 Mechs then I'd say: 1 Heavy (Quickdraw 5A, or Ostroc 2M; pick your poison), 2 Mediums (Cronus 5M, Griffin 1S, Wolverine 6M, Trebuchet 5J, or Shadowhawk 2K; pick your poison). For the 1 Light: Wasp 1D, Valkyrie QA, Stinger 3G, or Firestarter H/M.
Yes, keeping a tight together firing line is essential. On occasion my opponent will manage to get my forces in disarray because of flanking vehicles or VTOL’s. In trying to mitigate my units from becoming isolated I generally consider limiting the movement of my forces or vehicles by matching speeds. This would keep my force together as they do not outrun each other ability to cover fire. For instance, in my DCMS line-up or forces. I normally play successor wars level. The Jenner is in my inventory. The line-up would run a Quickdraw or Lancelot, Grand Dragon or Dragon, and two Panthers. The Panthers would be the ALAG variants, or one would be ALAG variant depending on the ether or’s. When running Quickdraw and Dragon the basic Panther. When running the Lancelot and Grand Dragon I normally take two Panther ALAG’s. When taking the Jenner, the force structure would differ, but it would be a Grand Dragon and two Panther ALAG’s. The reasoning is the matching of the speeds at 5/8 would enable a mobile front as the flanker is reserved or unengaged the mech would be participating in contributing to the fight less often as it focuses on being a mobile distraction and position before strikes. I could also do the same tasks with Quickdraw’s as a substitute for the Jenner. Good discussion Fritz as tactics is application to the board. Cheers.
My core lance design, whenever possible, is to have two lights, a medium, and then either a heavy or assault. If we're playing with quirks, I stick a pair of Locusts in one drop bay, then run two solid mediums and a heavy or assault. The Wolverine is always a good choice, especially the WVR-6M or -6K. I play Kurita a lot, so it's usually the -6K and a DRG-1G if we're playing 3025. Then I use my remaining points/tonnage for something with good fire support.
Fritz, I've got a question for you. I'm planning a lance as the core of a 3025 force. I want an Orion, a Thunderbolt, and a Centurion, as the weapons arrays mesh very well together. But I'm stuck on what a good fourth 'mech for the lance would be. I've considered things from a Stalker clear down to a Wolfhound, but nothing feels 'right'. Any suggestions?
Play it safe with a Battlemaster. Or a but risky with a King Crab. March the crab with the lance and be aggressive, opponent blasts the 'Crab due to those AC/20s soon coming in range, leaving your other mechs to blast away for free, if they focus on the other mechs and the 'Crab gets close its over for them. All they will see is the 'Crab and not your other mechs...
A general purpose lance, is often for me going to be trooper style mechs. Maybe one light, one heavy, and two mediums. Or all mediums.
A good one I used and worked well was using a firestarter as the scout (tactical use of flamers), a pair of centurions, and a thunderbolt. Gave a good balance of firepower at mixed ranges, and could get the job done most of the time.
The only issue I had was lack of jumpjets on all mechs for harsh terrain
That general lance comp in Liao flavor with a random light, 2 Vindicators, and a Cataphract kept the Confederation alive.
The major variable is always: What era are we using? What's the Tech level? Are quirks allowed? Because campaign-wise it's nice to have those Mechs who have Easy to Maintain, Rugged and Ubiquitous. Narrow/Low Profile (which the Marauder has) is good for combat, and so affects repairs rather than maintenance. That said, I like Striker lances with Mechs that can jump, but otherwise 4/6/X or 3/5/3 movement. Light Mechs can have a different movement profile.
That being said, you generally keep 3 hexes of space between units to avoid artillery and enemy stray shots if you use the Advanced Rules.
You want to keep your lance's movement rate as equal as possible so that they move uniformly. The only exception is your Light mech, because when it doesn't act as your scout beforehand it now serves to outflank and backstab while your other 3 draw fire. Best case scenario, you want the Light Mech to get behind the current target and perform a Kick maneuver in the hopes for the target to fail the Piloting roll and face-plant. The Light Mech can also serve as your Initiative sink.
As for lance composition? That's a tough one...If we include quirks then I'd say for 4/6/4 Mechs I'd pick 1 Heavy (Merlin 1B, Guillotine 4L, Grasshopper 5H, Crusader 3L, Thunderbolt 5SS, Catapult C1, or Cataphract 3D; pick your poison), 2 Mediums (Enforcer 4R, Vindicator 1R, Wyvern 6N, or Whitworth 1; pick your poison).
Or, if you like 5/8/5 Mechs then I'd say: 1 Heavy (Quickdraw 5A, or Ostroc 2M; pick your poison), 2 Mediums (Cronus 5M, Griffin 1S, Wolverine 6M, Trebuchet 5J, or Shadowhawk 2K; pick your poison).
For the 1 Light: Wasp 1D, Valkyrie QA, Stinger 3G, or Firestarter H/M.
Yes, keeping a tight together firing line is essential. On occasion my opponent will manage to get my forces in disarray because of flanking vehicles or VTOL’s. In trying to mitigate my units from becoming isolated I generally consider limiting the movement of my forces or vehicles by matching speeds. This would keep my force together as they do not outrun each other ability to cover fire.
For instance, in my DCMS line-up or forces. I normally play successor wars level. The Jenner is in my inventory. The line-up would run a Quickdraw or Lancelot, Grand Dragon or Dragon, and two Panthers. The Panthers would be the ALAG variants, or one would be ALAG variant depending on the ether or’s. When running Quickdraw and Dragon the basic Panther. When running the Lancelot and Grand Dragon I normally take two Panther ALAG’s.
When taking the Jenner, the force structure would differ, but it would be a Grand Dragon and two Panther ALAG’s. The reasoning is the matching of the speeds at 5/8 would enable a mobile front as the flanker is reserved or unengaged the mech would be participating in contributing to the fight less often as it focuses on being a mobile distraction and position before strikes. I could also do the same tasks with Quickdraw’s as a substitute for the Jenner.
Good discussion Fritz as tactics is application to the board. Cheers.
ALAG? I'm not familiar with that reference offhand.
My core lance design, whenever possible, is to have two lights, a medium, and then either a heavy or assault. If we're playing with quirks, I stick a pair of Locusts in one drop bay, then run two solid mediums and a heavy or assault. The Wolverine is always a good choice, especially the WVR-6M or -6K. I play Kurita a lot, so it's usually the -6K and a DRG-1G if we're playing 3025. Then I use my remaining points/tonnage for something with good fire support.
I don't think having a Jenner play the Squirrel is a bad idea. Put out there at max TMM and take advantage of that with your long range mechs.
team work
Fritz, I've got a question for you.
I'm planning a lance as the core of a 3025 force. I want an Orion, a Thunderbolt, and a Centurion, as the weapons arrays mesh very well together. But I'm stuck on what a good fourth 'mech for the lance would be. I've considered things from a Stalker clear down to a Wolfhound, but nothing feels 'right'.
Any suggestions?
Play it safe with a Battlemaster. Or a but risky with a King Crab. March the crab with the lance and be aggressive, opponent blasts the 'Crab due to those AC/20s soon coming in range, leaving your other mechs to blast away for free, if they focus on the other mechs and the 'Crab gets close its over for them. All they will see is the 'Crab and not your other mechs...