Friday, November 28, 2014

Strike Discipline


Tactical Artillery

House Liao has had to rely on many different weapons to combat the threats it has faced in the past.  From aerospace fighters strafing the ground to the ubiquitous Long Tom artillery units, our 'mechs have only been one portion of a combined arms strategy that has left our opponents stupefied.  Along the Fringe, we are no exception - the Gatekeepers make heavy use of self-propelled artillery units, and some of our dropships are modified to act as artillery strongpoints.

In this section of the Battalion Combat Primer, we examine strikes as we use them within the unit.  Strike Discipline is a more advanced discipline, requiring more money and experience to be able to employ effectively and consistently.  However, learning to use strikes effectively is now a priority for any Inner Sphere unit that wishes to be competitive.  We are expected by the game designers to be carrying these armaments in the unit, and we put ourselves at a disadvantage by not addressing how to employ them.

First, some general statistics:
  • Air Strike (5 second delay, 6 bombs, 35 damage each)
  • Improved Air Strike (Increase number of bombs to 10, reduce delay to 4 seconds)
  • Air Strike Accuracy (Reduce bombardment area by 20%)
  • Artillery Strike (5 second delay, 6 bombs, 35 damage each)
  • Improved Artillery Strike (Increase number of bombs to 10, reduce delay to 4 seconds)
  • Artillery Strike Accuracy (Reduce bombardment area by 20%)
Improved Strikes weigh in at 15,000 GXP on the Pilot Tree, but do not require a 'mech module.  Accuracy modules will cost you 5,000 GXP, as well as 4,000,000 C-Bills and a 'mech module slot.  Gatekeepers should endeavor to get both upgrades for Artillery Strikes, as our Strike Discipline focuses on artillery.

When you activate a strike, keep in mind how the shells will land.  Artillery Strikes hit in a wide, round area focused on the target point.  Air Strikes hit in a wide line that goes forward from your vector from the target point.  Of the two types of strikes that can be equipped, only Light chassis (or very maneuverable mediums) should equip Air Strikes, so the vector of the bombs can be finely tuned.

Strike Orders

This set of advanced order calls deal with how we utilize strikes as a team.  One of the most important things is to keep a clear and steady communication stream with your Drop Commander, and thereby the rest of the unit.  Gatekeepers need to know when to seek a target for a strike, and when to focus on other matters, and this transition needs to be fluid.

In order to accomplish this fluid coordination of firepower, we have devised two new Order Calls for the advanced player.  These calls are 'Strike Mark' and 'Strike Down', and can be considered part of the battalion's doctrine.  If the unit stays in proper communications order using these simple calls, it will reduce confusion on strike timing and target areas all together.

The following call is a Command Call.
  • Strike Mark
    • Using the Phonetic Call Signs, the Drop Commander or Spearhead orders the unit to place a strike on an enemy unit or area of ground.
    • Syntax:  Strike on (Phonetic) or (Description) (Grid)
      • Example:  "Strike Mark on Alpha!"
      • Example:  "Strike Mark on top of the ridge, Grid Echo-Seven!"
The following calls are Response Calls.
  • Strike Down
    • When a strike is activated, the activating Gatekeeper announces the type, along with the target.
    • Syntax:  (Air) Strike Down on (Phonetic) or (Description) (Grid)
      • Example:  "Air Strike Down on Alpha!"
      • Example:  "Strike Down on the ridge!"
  • Enemy Strike
    • When an enemy strike is activated, the responding Gatekeeper announces the presence of the strike marker.
    • Syntax:  Enemy Strike on (Phonetic) or (Description) (Grid)
      • Example:  "Enemy Strike on Archangel!"
      • Example:  "Enemy Strike on the street, Foxtrot-Five!"
In addition, a 6th Discipline is added to the formal Battalion Disciplines.
  • Strike Discipline
    • During combat drops, 66% of the unit must have Strikes equipped.  
    • Light 'mechs may equip Air Strikes.
    • Medium, Heavy and Assault 'mechs equip Artillery Strike.
    • Enemy Assault battlemechs can be marked by any Gatekeeper at any time, without being ordered to do so.
    • When a Strike Mark is called, the closest and most readily available Gatekeeper must make the strike.  Check the target's position and your mini-map, as well as the availability of your strike.  Do not hesitate to call Strike Down once you have activated the strike.
    • You may target enemy 'mechs, UAV's and other objects as well as the ground.
    • You don't have to wait for a cluster.  Target enemy assault 'mechs on sight, and respond to the Drop Commander's Strike Calls.
    • Make your hotkey to activate your strike somewhere easily accessible to you.  The default key is not readily available for quick use on most keyboards.  The "E" key or the top-row number keys are usually OK to re-map, as well as any extra mouse buttons you may have.  Make sure it's easy to get to, as you will be activating a great many strikes.
    • Strikes WILL be discharged in the course of the drop.  
    • The Drop Commander should make sure to call strikes during combat to ensure plenty of targets for the unit to mark.  
    • Of those units carrying strikes, at least half should discharge strikes during public matches for practice.  
    • During competition matches, all equipped units should discharge their strikes.
We require at least 66% of the drop unit to carry strikes.  If your 'mech has no strikes, make sure to tell the Drop Commander so he can coordinate the unit.  At 40,000 C-Bills per match, it can be hard for new players to make this adjustment.  In order to alleviate some of this pressure, we offer the following methods to generate exemption from carrying a strike (which is otherwise mandatory).

Exemption Criteria
If you are a new player, and you own less than six 'mechs from two different weight classes, you are exempt.  Make sure to announce this to the Drop Commander.  You are always exempt until you're better equipped and experienced.  The unit is better off if you save your C-Bills for equipment at this point.  Plenty of time to worry about strikes later.

If you are saving C-Bills for any favored Gatekeeper 'mech that you will be able to afford imminently, you may be exempt.  This also applies to any equipment or modules for any favored 'mechs you own.  Check with the Drop Commander.  New players still take precedence.

If your 'mech makes use of double Cool Shot to counteract heat during sustained fire, you may ask the Drop Commander to be exempt.  Bear in mind, he can't always grant this request.  New players and favored 'mech upgrades take precedence.

Putting It Into Practice

The Drop Commander still has to fill 66% of the drop units with Strikes.  Remember, this is the one edge we have against the Clans - they cannot use Artillery Strikes.  When used to it's full potential, a practiced and drilled Strike Discipline will even out the damage curve against those monsters.

Area Denial is another way to use strikes.  These will always be called by the Drop Commander, but he may order an exploitation of another strike as well.  Subjecting the enemy to this sort of movement constriction allows us to maneuver while the enemy reacts to the bombardment.  This a good example of what we mean by 'maneuver with firepower'.

We have seen a massive change in what we're able to do with strikes, but they aren't an optional thing anymore.  As stated before, the game designers expect us to use this, so get used to that 40k price tag per match.  It evens the odds with the Clans, and even other Inner Sphere units will punish us with strike modules if we do not match them.

The extra firepower afforded to us by our artillery batteries is exactly what we were missing.  We need to push to the next level of competition, and our drill is getting tighter every week.  Now, we have found what it was that was lacking - and rolled up a bunch of mobile cannons.

Strike Down!

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