Grenadier's

Guide to Battletech

This is some theory and ramble for Inner Sphere players. The stinking Clans will find this of little use, as it's mainly about how to use the less cheesy Spheroid technology to beat up the aforementioned bad-smelling Clanners. This section is divided into the following parts:

  1. Weapon selection
  2. Unit selection
  3. Battle field tactics
  4. Number crunching
  5. Dirty tricks

For now, only Weapon Selection has been completed. More to follow, so stay tuned.


1.0 Weapon Selection

The Inner Sphere has a lot of options in their weaponry. The unfortunate thing is most of the options range from poor to questionable. So, let's review the available tools:

 

    1. Energy. Much beloved of the stinking Clans, but not so hot in the Sphere. Well, just as hot, but not as useful.
    2. Ballistic. Generally low heat, but heavy and with ammo requirements.
    3. Missiles. Three varieties, now - plus Streaks - always good weapons to have around.
    4. Artillery. A lot of fun, if you can fit it in.
    5. Other. All that flashy stuff that makes your 'Mech work better.
    6. Munitions. What you should and shouldn't be using with that LRM-20.

I'm rating pretty much everything in the Master Rules, with passing references to what I can remember out of the newer Field Manuals.

    1. Energy Weapons
    2. Stock and trade weapons for just about everyone. Even with Level I Tech, it's hard to find a 'mech that doesn't have a Medium Laser. Vehicles are a different matter, and tend to have little to no energy weaponry.

      I don't use Small Lasers, not even with the New Tech upgrades. They're doorstops, not weapons. However, if you are a believer, then at least have the good sense to use the ER version.

      Medium Lasers are good, but unlike a lot of people, I don't think they're, "the best weapon in the game." Make 'em ER, or Pulse, depending on your 'mech's profile. If you've got a good long-range arsenal and you're looking for something to guard your minimum range (Archer-style), or have a 'mech with a lot of jump capacity (e.g. Wraith), I'd suggest Pulse Lasers for the additional accuracy. If your 'mech is using medium range weaponry as its main armament then I'd suggest the ER lasers.

      Large Lasers are quite effective tools. Again, the old-tech version is worthless in the '50s. I tend to only use the Large Pulse Laser, as the ER is essentially a poor man's PPC. Still, don't be fooled by the ERLL's relatively short long-range. Sniping is all well and good, but it's at medium and close range that you kill things dead.

      PPCs are out-standing guns. ER is mandatory, not just for the extra 5 out the front, but to rid your weapon of that annoying minimum range restriction.

    3. Ballistic Weapons
    4. Ballistic weapons are always low-heat, high damage. Generally rather heavy for their hitting power, as well. Good if you have to watch your heat - 3025 or Conventional vehicles.

      Anti-missile systems are of limited use. I'd rather put the tonnage to more hitting power than a semi-useful system that might keep me alive longer. And how come it can't shoot down Arrow IV missiles?

      AC/2s (ER Machine Guns) are relatively ineffective weapons. It's almost always better to use a Laser or PPC. Still, they are extremely long-ranged, and with the Ultra upgrade, can dish out acceptable amounts of damage. I don't really suggest using large batteries of them - the AC/2 is probably better used on a close in 'mech as a long-range tool to chafe at the opponent. There's nothing more frustrating than taking fire while you can't respond, which might lure your enemy into hatchet range?

      AC/5s are better than they're given credit for. I like the LB-X better than the Ultra, because it's got the better range. However, if you're not going to carry two 5s, then use Ultras, because the LB is less effective with only one type of ammo. You could carry two tons for one AC, but at this caliber it's hardly worth it.

      AC/10s are great guns. The LB is awesome, the Ultras pretty cool as well. I lean towards the LB, 'cause it's more versatile. On a tank, you might want to be carrying an Ultra 10 as your main weapon, but make sure to have at least 3 tons of ammo for it so you can use the double-fire a few times.

      AC/20s are ok. Again, I like the LB more - in this case, the range edge is fairly significant, and you're compelled to carry the extra tons of ammo so you'll have the flexibility. Ultra 20s are just too heavy, when you consider the 4-5 tons of munitions that you need to be effective. 3 tons is the absolute minimum for either type of this class.

      Gauss Rifles are brilliant weapons. Make sure you carry at least 2 tons per rifle, preferably 3 tons. Running out of Gauss ammo is a major pain in the ass.

      Light Gauss Rifles would be a lot better if they complied with physics. However, as they stand, they're pretty good. Essentially an option to the AC/10 rather than a Gauss substitute, the Lt. G is best used when you have the mobility to exploit its marvelous range - better than any other non-artillery weapon worth having (don't forget to fight at medium range). A second ton of ammo is optional - you're unlikely to use more than 16 shots, but don't forget about Murphy's Law.

      Machine Guns are a must-have for recon 'mechs, and are worth putting on city fighters. Take no more than half a ton of ammo.

    5. Missile Weapons
    6. Missiles have similar profiles to Ballistic weapons with regards to heat and damage, but are generally lighter. They generally work best in tandem with Ballistics as a tool to exploit armor breaches, although LRM Racks (in particular) can be quite effective as a main armament.

      LRM Racks are good value for tonnage. I suggest using the 15s & 20s in tandem with a Gauss or a PPC - remember to roll the hit locations for the LRM rack after you've hit with your heavy weapon. Use the special ammo rather than Artemis or Narc. Semi-Guided should be stock and trade, although Thunder can be good for a laugh - at your opponent's expense.

      MRM Racks are weapons that I'm rather uncertain about. They certainly look like they do a lot of damage, but that + 1 to hit seems an awful high price to pay. Still, the same rules of selection apply - use the big racks so you get to roll more hit locations.

      Narc Missile Beacons are quite good if you're gonna use a lot of SRMs. Otherwise I wouldn't bother.

      SRM Racks are one of my favourite weapons. I like Streaks, although it cuts out the choice of using Inferno rounds. As a general rule, if you're going to carry a lot of SRM racks, use the standard ones and carry Narc and some Infernos, if you only plan to have one or two systems use the Streak launchers. Again, big racks are better - less time rolling dice, and in this case, less heat.

    7. Artillery Weapons
    8. Artillery is usually off the field, and useful for pushing the enemy out of defensible terrain or softening them up for a big push. If you have artillery support off-board, make full use of it before closing in order to minimalise your own casualties.

      Arrow IV is great fun. Generally not a weapon I'd use a 'mech for, seeing as you can fit it on a 30-ton truck. Homing rounds are good, although sometimes it's better to be using the dumb missiles - especially if you're playing a C-Bill game.

      Long Toms are cool, but in the name of that's holy, don't put them on a 'Mech.

      Snipers are passable support, but generally inferior to Long Toms or Arrow IV.

      Thumpers are a joke in poor taste. They lack the damage capacity to be truly useful in support. I suppose they might be of some use in clearing out infantry positions.

    9. Other Equipment
    10. All that stuff that improves your 'mech in one way or another. A lot of this stuff is limited use.

      A-Pods don't seem to be of much use - although, if you've got an extra ton & 2 criticals left, then why not? Getting swarmed by infantry is a pain, and A-Pods lessen the sting. Probably worth having on urban combat and recon elements.

      Artemis IV FCS was once a mandatory system for missile 'mechs. However, that is true no longer. You can't use the new special ammo (more importantly, Semi-Guided), with it, so Artemis isn't much use.

      Beagle Active Probe is good for scout 'mechs & city fighters. Other than that, I wouldn't bother.

      CASE. If you have ammo, carry it. Even if your 'mech's got an XL. Ok, for a one-off, it's a waste of .5 tons, but it makes no sense not to have the stuff.

      C3 and C3I are cool concepts, but the Clans aren't that stupid. They're going to be packing ECM, and that wastes less of their tonnage than the C3 does of yours.

      Guardian ECM Suites are useful. One per company, at a minimum, more comfortably, one per lance.

      Hatchets and Swords are fun. Not great weapons, but fun. Optimum hatchet weight is 60 tons (enough to go take off the head, and no "wasted" tonnage for the weapon). If you're using TSM then you can drop to 30. Swords lack the punch to go through the head, so you might as well use them on multiples of 20 tons. Preferably 60 or 80, as you do decent amounts of damage at that mass.

      MASC never really appealed to me. Certainly not for use on big 'mechs, 'though scouts might make good use of it.

      TAG (This is Always Good). Great for helicopters, or light 'mechs.

      TSM is for hatchet & sword 'mechs only. The speed increase isn't worth the inaccuracy if you're using ranged weaponry.

    11. Munitions

Yes, you could use Flare ammo. But why would you bother? I suppose, if you've got a 'mech with LRM-5s (e.g. Longbow), it might be worth it.

Fragmentation ammo also seems a little bit useless. Ok, I guess it lets you waste infantry from a distance. But life is already hard on infantry. Again, probably not worth the time.

Incendiary LRMs are ok. They don't have big disadvantages, but they don't have big advantages. Might be good for that third ton of ammo, I suppose.

Infernos are great fun. If you're gonna have two tons of ammo, make one Inferno, 'cause they add so many options. Also great for Infantry platoons.

Semi-guided missiles are too cool for words. Well, not quite. But they are really, really good. Unless it's a duel situation or you can't get TAG, use this ammo.

Swarm is a neat concept, but one I can't see working very well. Much the same for Swarm-I.

Thunder LRMs are fun. They may not be a great weapon, but they do give you flexibility. If you're carrying multiple tons of ammo, pack a ton of Thunder. It's a good use for your tubes when you don't have a target in sight.

 

This concludes the Weapon Selection section of the Guide.