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==Strategy==
 
==Strategy==
 
Even if you're looking to use a Commando and manage to salvage one early in the game, it's unlikely to last past the mid-game as it simply doesn't have the tonnage to keep up in the later, high-challenge missions. In the early game, though, it's a decent option if you're looking for a scout that packs more of a punch than the [[Spider SDR-5V|Spider]] (at the expense of mobility, admittedly) and don't yet have a [[Jenner JR7-D|Jenner]] or [[Firestarter FS9-H|Firestarter]] to take over the role.
 
Even if you're looking to use a Commando and manage to salvage one early in the game, it's unlikely to last past the mid-game as it simply doesn't have the tonnage to keep up in the later, high-challenge missions. In the early game, though, it's a decent option if you're looking for a scout that packs more of a punch than the [[Spider SDR-5V|Spider]] (at the expense of mobility, admittedly) and don't yet have a [[Jenner JR7-D|Jenner]] or [[Firestarter FS9-H|Firestarter]] to take over the role.
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* The Large Laser mounted by most 1B models is nothing to sniff at, but it lacks the close-up impact of the SRMs it replaces. Best to keep these units at range for flanking and spotting.
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*Like any other light 'mech, evasion is king if you're looking to survive for any length of time. The Commando is a little handicapped in this regard as it is only as fast as a [[Firestarter FS9-H|Firestarter]] and lacks the latter's tonnage to mount JJs. Pilots without many points in the Piloting skill will find it difficult to keep up four evasion chevrons every round while keeping an angle to fire at the enemy at the same time. Because of this, hit-and-run tactics are of great importance for short-range Commando builds. Long-range Commandos can skimp a little on evasion if you've got a buddy to take the return fire instead.
 
*Like any other light 'mech, evasion is king if you're looking to survive for any length of time. The Commando is a little handicapped in this regard as it is only as fast as a [[Firestarter FS9-H|Firestarter]] and lacks the latter's tonnage to mount JJs. Pilots without many points in the Piloting skill will find it difficult to keep up four evasion chevrons every round while keeping an angle to fire at the enemy at the same time. Because of this, hit-and-run tactics are of great importance for short-range Commando builds. Long-range Commandos can skimp a little on evasion if you've got a buddy to take the return fire instead.
βˆ’
*Since stock Commandos (and probably most custom builds) lack JJs, terrain can also become a difficult problem to deal with. You may find yourself having to regularly sprint to get the Commando safely to where it needs to go, which of course means that it isn't contributing to the battle for that turn. You can lean into this somewhat: build the Commando with all the MLas and SRMs you can pack into it, which will run hot; alpha strike until it heats up; then sprint away to disengage and cool off. Again, this is less of an issue for LRM and direct-fire long-range builds, if you can get the latter onto a high ridge line or similar early.
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*Since stock Commandos (and probably most custom builds) lack JJs, terrain can also become a difficult problem to deal with. You may find yourself having to regularly sprint to get the Commando safely to where it needs to go, which of course means that it isn't contributing to the battle for that turn. Again, this is less of an issue for LRM and direct-fire long-range builds, if you can get the latter onto a high ridge line or similar early.
 
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