Thursday, January 30, 2014

Mode Tactics: Assault

Since MWO launched, the Assault mode has been something of a quandary for a lot of folks.  Before the new Skirmish mode launched, it was used as the default brawl-to-the-death mode.  Even still, it's considered gauche to attempt a base capture on an Assault map, and folks on the internet are even now yowling about how "broken" Assault mode is.  This article addresses the rather ignorant mentality that Assault mode shouldn't be played as an objective game, and why you shouldn't care what they think when we are stealing their undefended bases.


Ignore the Noise

As soon as the first 'mechs move into the capture zone, the enemy team will be informed by their computers that their base is under attack. Once this happens, the enemy will no doubt attempt to make you move off of their base.  Likely, they have committed to another part of the battlefield, and turning around to defend the base is something no one wants to do.

So, they resort to babbling over the chat channels about how much the "capwarriors" suck.  About how we didn't use any skill to capture the base?  Excuse me, children - if you're playing an Assault map and you didn't assign units to defend the base, it is YOU that lack skill - and discipline.  We use very basic maneuvers to get into position (which we will detail in future tactica articles), and every time we steal a base from a careless team who cries about it is more liberated area for the Capellan Confederation.

They only want to shame you into not taking their base before they can respond.  Ignore them and their Helen Keller like ability to shut out the reality that they are in an Assault map.  Take the base - in the most glorious captures we've made not a single shot is fired by any Gatekeeper.

Every enemy pilot that bawls when the Assault warning goes up should hang up their mech-interface couplings and never power up again.  These pilots are not only ignoring the objective of the game for themselves by not defending their base, but are attempting to dumb the rest of us down by demanding we don't play the objective - presumably since they are not.  That's tantamount to joining a football game then calling the other team names when they DARE to score a touchdown.  You want to play a different game, then go play one - but don't tell me how to "properly" play when you yourself can't seem to grasp how to win the objective.


The Importance of Base Defense

It's absolutely critical to defend the base when in an Assault map, and the idea that you're somehow not supposed to play the base during an Assault game is not only asanine, it's borderline autistic.  If those guys on the other team want to play Skirmish, let 'em go play Skirmish - they can simply change the map type on their launchpad.  Whatever the map and whoever the team, be aware that the objective in an Assault mode game is THE BASE - not destroying every mech on the enemy team.

So, an Assault map should be played the following way by a competent company.  There are only three moves to be made:
  1. Recon 'mechs move to put Eyes-On the enemy, then break through to the Objective.
  2. Engagement and Front Line lances move to engage the enemy team, staying within 2-4 km of the main base.
  3. 1 or 2 mechs should be left as base rearguard.  It doesn't have to be a whole lance, just one or two vigilant warriors to fend off the initial thrust by enemy recon units.
If there are less than a full company of Gatekeepers, the standard move is to defend the base.  If there are at least one full lance and the base is well protected, our lance should move to engage the enemy team.  If the Gatekeepers lance is a light lance, then we take the base.  That's pretty much it.

Simply being aware of  your role in this mess will clear a lot of strategical questions right up.  You're already assigned a lance type and role.  From here it's about positioning within the mode, then within the map.

As the battle changes, naturally new circumstances will arise.  In Assault mode, the one thing that everyone has to be prepared for is when OUR base is being attacked.  If we've followed the above guidelines, it's simply a matter of fending off the attackers.

The rearguard will let us know the number and type of attackers once they are engaged.  Most likely, these will be enemy light mechs since the heavier ones will have been intercepted by our own heavier lances.  However, if they are not and the rearguard is outmatched, a collapse of outlying units back toward the base will begin - yet this is a critical moment.

The moment the base warning goes up is critical, no matter what team you're on.  If we are engaged with the bulk of the enemy team, then a base warning must be ignored until the enemy is dealt with.  Gatekeepers commanders will order certain units back to defend the base, and ONLY those units should move to respond to the threat.  If a general retreat begins (by every 'mech turning six toward the base) the tactical perimeter collapse could very well lead to a rout.

When capturing the base, it's critical to stay on the capture point as much as possible.  Even with enemy 'mechs swarming around you, you get a 'tick' every second you're in the zone and an enemy is not.  Knowing when to cut and run, and when to fight for those extra ticks is critical.  Hit and run, feint and fly...unless you're in a heavier chassis.  Know then, that once you're on the base in a non-light mech it's pretty much a final committal - either way, the game is over.

So, the gist of this strategy is the same as many others:  hold your position, and look at the map.  Assess the threats, and respond to orders.  Move as units, and be prepared to react to a swift change of battle plan or attack vector.  Keep these things in mind, and our company is well on it's way to the competition that will arise from Community Warfare.

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