If you treat older standard Elemental Battle Armor as slow short range homing land mines, it gets you in the right mindset to use them. I agree that they are better in an anti-infantry role as these early suits lack firepower and the leg/swarm attacks, while terrifying in fiction, aren't good with the current rules unless your target is already down. Reverse slope deployment also really works well with them. Make use of that Level 1 elevation to block LOS and then get the jump on your opponent. Side notes: Remember a 'Mech carrying Battle Armor cannot use its torso weapons (maybe this is where the club overlap comes from?). Also some of the earlier Omnis either tend use A-Pods or come with a dedicated anti-infantry config that you might want to check out. Dragonfly/Viper Prime is a good all purpose medium for this while remaining decent in a 'Mech striker role. Best medium range way to deal with all these BA & infantry, especially now we up to vs Clans without Infernos? Arrow IV or even better, later era Artillery Cannon in Direct Fire mode. If you can't spare a spotter this round, you can just direct fire at the hex (albeit this is with a +4 at range 7 to 17 so its usually at least a 9+ up to hit, but you ignore target movement and target hex penalty so no annoying stealth armor to deal with). This AE damage effects even BA inside vehicles or carried by 'Mechs. 20 damage direct will wipe out the entire BA unit not in a building and with 10 damage splash will cripple any other BA in the hex next to it. A Chapparral is only 814 BV. Also this is important and not mentioned in the Total Warfare rules but in the specific BA sheets/TechManual is that not all Battle Armor are capable of mechanized 'Mech travel. Quad legged BA (Fenrir) and Assault weight Battlearmor (Kanazuchi), cannot mount an Omnimech. Remember to bring a dedicated BA troop carrier for these guys if you ever field them and ignore the fact that they magically shrink down to 4-6 tons per squad/point instead of their design weight of 4-6 tons per suit since they were designed in the days before suit customization rules were implemented.
@@vyuusha2705 Since they can't really disperce the heat when they are coverd in pretroleum jelly like a mech could. they suffer 1 auto-loss for every three missiles that hit an unit- no matter ho well armored. Only the rare fire-resistant battle Armors are less affected.
Karnov (BA transport) is a great ride (8 ton infantry bay) for any infantry with jump movement. Maxim APC (infantry variant) is a friggin bus (12 ton infantry bay). One flies , the other hovers. Remember to increase the BV of your Clan Battle Armor to represent the clan pilots (Total Warfare and Tech manual). Any mech with an SRM is equipped to deal with infantry once it loads inferno rounds. That stuff will cook conventional platoons and battle armor. Small and Micro Pulse lasers have anti-conventional infantry abilities as well.
IS player here, I play with a slightly modified Cobra with a 11t infantry bay to field either my BA or two platoons of my 30-man jump platoons. It's best if you use BA as stealth troops in something like MegaMek, otherwise, a lot like infantry, they're relegated to hit and run or entrenched danger zones to control where your opponent goes.
Battle Armour are incredibly useful whether Clan Elementals or Inner Sphere Standard (or one of its variants.) Especially if the enemy use conventional infantry or opposing battle armour.
For Elementals the best transport is an Omnimech. As Clans are focused on a triad of combined arms of Battle Armor, Mechs, and Aerospace fighters. The logistical challenge of Battle Armor (BA) is a little meager for carrier options based on faction. Depending on the BA optional rules for weights. Many second line transport may help with your logistics of BA. Vehicles like the Tyr Infantry Support Vehicle, Bandit “Clan” Omni-vehicle, Turhan II, and Anhur BA Transport. The Anhur BA Transport and Turhan II have a 10-ton troop compartment. That is large enough for assault battle armor like the Golem BA. The Bandit may carry a point of standard infantry or Elemental BA in the compartment and another point of medium or heavy BA, Gnome or Corona, as external riders. The Tyr Infantry Support Vehicle is one of the most impressive transport available to the Clans. There is a BatRep of a binary of Tyr and Elementals ripping apart an Innersphere (IS) company of mechs. I recommend to all clan players to own a star of elementals. Aerospace or air assets like the Battle Taxi shuttle, Kirghiz C aerospace fighter and Planit Lifter conventional fixed wing. Both in spaced operations and para drop BA infantry onto the board. It’s rare to risk a shuttle for an air drop due to the BV. Smoke screening is a good force multi-plier to BA force. A Laser-Inhibiting Arrow 4, Mech Mortars/LRM/SRM light smoke and heavy smoke screens depending on the player preferences. Smoke screening is fair to add to your tactical tool kit in counter the advantage of the clans in pulse weapons. The IS BA and their vehicles are in a category of their own. I own the Maultier, Blizzard, and Maxim Transports. I like the Blizzard to most as the “SRM variant” may quickly drop off a squad of Purifiers and smoke them up in light or heavy smoke. Useful in any era from 3058 to the Dark Age. The IS is one of the larger users of the quad battle suit that requires no transport as the quad BA is normally speedy enough to move around themselves.
Starting using WOB Djinns. Anti Mech knee capping tactics has certainly caught some ire from some other players in my group. One individual knows BA a little and sped a jenner 4 hexes away for these little blighters to get at it. Needs 8+, 2 crits, limping falling over drunk jenner. Practically out of the fight. Other mechs started backing away real fast and unloading as 2 bases started to move in. At that point they were enough of a distraction for my 2 other celestials to cause some damage to the win condition. Anti mech tactics are gold if you can knee cap a mech. Haven't tried swarming yet. Next game is going to be a vehicle carrier or two. The rest will be BA of different WOB types to get an idea of their performance. Likely will have a partner with a few mechs only. I imagine it is going to be a pain for the other side of the team.
>Infantry are more effective against the clans
Laughs maniacally in piranha
If you treat older standard Elemental Battle Armor as slow short range homing land mines, it gets you in the right mindset to use them. I agree that they are better in an anti-infantry role as these early suits lack firepower and the leg/swarm attacks, while terrifying in fiction, aren't good with the current rules unless your target is already down. Reverse slope deployment also really works well with them. Make use of that Level 1 elevation to block LOS and then get the jump on your opponent.
Side notes:
Remember a 'Mech carrying Battle Armor cannot use its torso weapons (maybe this is where the club overlap comes from?). Also some of the earlier Omnis either tend use A-Pods or come with a dedicated anti-infantry config that you might want to check out. Dragonfly/Viper Prime is a good all purpose medium for this while remaining decent in a 'Mech striker role.
Best medium range way to deal with all these BA & infantry, especially now we up to vs Clans without Infernos? Arrow IV or even better, later era Artillery Cannon in Direct Fire mode. If you can't spare a spotter this round, you can just direct fire at the hex (albeit this is with a +4 at range 7 to 17 so its usually at least a 9+ up to hit, but you ignore target movement and target hex penalty so no annoying stealth armor to deal with). This AE damage effects even BA inside vehicles or carried by 'Mechs. 20 damage direct will wipe out the entire BA unit not in a building and with 10 damage splash will cripple any other BA in the hex next to it. A Chapparral is only 814 BV.
Also this is important and not mentioned in the Total Warfare rules but in the specific BA sheets/TechManual is that not all Battle Armor are capable of mechanized 'Mech travel. Quad legged BA (Fenrir) and Assault weight Battlearmor (Kanazuchi), cannot mount an Omnimech. Remember to bring a dedicated BA troop carrier for these guys if you ever field them and ignore the fact that they magically shrink down to 4-6 tons per squad/point instead of their design weight of 4-6 tons per suit since they were designed in the days before suit customization rules were implemented.
Vehicles, particularly with Inferno SRMs are a god send for roasting toads.
Why are Inferno weapons (and heat weapons) good versus battle armor?
@@vyuusha2705 Since they can't really disperce the heat when they are coverd in pretroleum jelly like a mech could. they suffer 1 auto-loss for every three missiles that hit an unit- no matter ho well armored. Only the rare fire-resistant battle Armors are less affected.
Karnov (BA transport) is a great ride (8 ton infantry bay) for any infantry with jump movement. Maxim APC (infantry variant) is a friggin bus (12 ton infantry bay). One flies , the other hovers.
Remember to increase the BV of your Clan Battle Armor to represent the clan pilots (Total Warfare and Tech manual).
Any mech with an SRM is equipped to deal with infantry once it loads inferno rounds. That stuff will cook conventional platoons and battle armor. Small and Micro Pulse lasers have anti-conventional infantry abilities as well.
IS player here, I play with a slightly modified Cobra with a 11t infantry bay to field either my BA or two platoons of my 30-man jump platoons.
It's best if you use BA as stealth troops in something like MegaMek, otherwise, a lot like infantry, they're relegated to hit and run or entrenched danger zones to control where your opponent goes.
Battle Armour are incredibly useful whether Clan Elementals or Inner Sphere Standard (or one of its variants.) Especially if the enemy use conventional infantry or opposing battle armour.
I would want the different elemantal types like from the hells horses.
I have got 2 stars of salamanders on standby
For Elementals the best transport is an Omnimech. As Clans are focused on a triad of combined arms of Battle Armor, Mechs, and Aerospace fighters. The logistical challenge of Battle Armor (BA) is a little meager for carrier options based on faction. Depending on the BA optional rules for weights.
Many second line transport may help with your logistics of BA. Vehicles like the Tyr Infantry Support Vehicle, Bandit “Clan” Omni-vehicle, Turhan II, and Anhur BA Transport. The Anhur BA Transport and Turhan II have a 10-ton troop compartment. That is large enough for assault battle armor like the Golem BA. The Bandit may carry a point of standard infantry or Elemental BA in the compartment and another point of medium or heavy BA, Gnome or Corona, as external riders.
The Tyr Infantry Support Vehicle is one of the most impressive transport available to the Clans. There is a BatRep of a binary of Tyr and Elementals ripping apart an Innersphere (IS) company of mechs. I recommend to all clan players to own a star of elementals.
Aerospace or air assets like the Battle Taxi shuttle, Kirghiz C aerospace fighter and Planit Lifter conventional fixed wing. Both in spaced operations and para drop BA infantry onto the board. It’s rare to risk a shuttle for an air drop due to the BV.
Smoke screening is a good force multi-plier to BA force. A Laser-Inhibiting Arrow 4, Mech Mortars/LRM/SRM light smoke and heavy smoke screens depending on the player preferences. Smoke screening is fair to add to your tactical tool kit in counter the advantage of the clans in pulse weapons.
The IS BA and their vehicles are in a category of their own. I own the Maultier, Blizzard, and Maxim Transports. I like the Blizzard to most as the “SRM variant” may quickly drop off a squad of Purifiers and smoke them up in light or heavy smoke. Useful in any era from 3058 to the Dark Age. The IS is one of the larger users of the quad battle suit that requires no transport as the quad BA is normally speedy enough to move around themselves.
Starting using WOB Djinns. Anti Mech knee capping tactics has certainly caught some ire from some other players in my group. One individual knows BA a little and sped a jenner 4 hexes away for these little blighters to get at it. Needs 8+, 2 crits, limping falling over drunk jenner. Practically out of the fight. Other mechs started backing away real fast and unloading as 2 bases started to move in. At that point they were enough of a distraction for my 2 other celestials to cause some damage to the win condition.
Anti mech tactics are gold if you can knee cap a mech. Haven't tried swarming yet. Next game is going to be a vehicle carrier or two. The rest will be BA of different WOB types to get an idea of their performance. Likely will have a partner with a few mechs only. I imagine it is going to be a pain for the other side of the team.
Can an OmniMech jump with mounted (friendly) Elementals?
Daniel Knieriemen yes
I bought um before I even knew what they were. love those chunky little bastards
Firemoth D. Nova or Summon can be decent too.
Not enough "on there".
We need some more of the that on there.
If only I had the money
Battletech is pretty damn expensive
On there.