Attack groups FORMATIONS box Claw Line wedge V Staggered Column 1 2 1 (6) 2 1234(5)(6) 1 (5) (6) 1 (5) 4 (5) 2 4 4 3 2 3 4 3 3(6)(5) 12 3 4 (5) Wing 1: General groups Squad Alpha: Firepower 4-5 vehicle 1,5: Shepard (if there are 5-6 people add a second one of these) Biggest Human engine mountable Theta smod samp/scap 3xemp Rest as necessary 2: Apoc Biggest human engine mountable 3xemp 3xemc rest as your preference 3: Apoc Biggest Human engine mountable 2xpbw or 2xrail 2xemp(internal) 2xemc Rest as your preference 4:Olympian Biggest human engine mountable THETA SMOD (A) 4xrail 2xemp OR (B) 4xhblas 2xemp OR (C) 4xpbw 2xemp Rest as to your preference 5: Executioner (optional fifth addition or replacement for 4) LARGEST Human ENGINE THETA SMOD (A) 3xpbw 1xemp or (B) 2xhblas 2xblas or (C) 2xrail 2xemc Rest to your preference Note: When useing varient (A) in one chassis, use the coresponding varient in the other. Tactics: The most key point to this Set is the Shepard. It is the fastest most manuverable of all the hercs in this unit, though the shields it mounts are just as heavy. The success of this squad is largely dependant on 2 things. The addeptness of the shepard pilot(s) and the accuracy of the oly/exec pilots. The job description of the shepard is probably the most humiliating that a herc can have, but it is so usefull as to not be overlooked. The role of the shepard is that of a mobile shield. The pilot should engage the enemy first and use the massive ammounts of EMP against as MANY targets as possible. The point is to hit as many enemy hercs as possible and at least dent their shields if not get them to scap (should take about 3-5 hits). The heavys MUST STAY TOGETHER. The shepard should run forward and locate, distract, and rile up the enemy forces. The idea being that being as the shep looks potentially dangerous (reason for the one blaster rather than just all emps) the enemy will all engage it while the heavys come into range. Ideally this will provide an opportunity for an "up the kilt shot" (through the back of the smod)by either Apoc2 or the Oly/Exec, resulting in an easy kill. The shep can take A LOT of punishment. Its smaller profile allows for dodgeing a large portion of the fire, so that a direct volley won't really land. The modded amped theta can take a lot of hits before falling. Once the close quarters fighting begins the heavys should stay close and lay down as much direct fire as possible, one target at a time. (3 hercs 1 target, do the math) The shep needs to distract as much fire here as possible, Olys make really attractive targets. Tip: If against a lot of lights and tanks circle up. heavys Back to back to back and let the shep keep up the harasment and back shots. This set of 4 CAN take on any other team of 4 - 6 and win. The key is eveyone working together. Formations: Slight wedge with shep running ahead Line with Shep running ahead Key functions: Shep: Distraction, shielding, harassment APOC1: Anti tank, light. General distructo herc. (some of the best pilots Ive seen rape dm servers with this config) APOC2: Shield killer #2. Mass damage capacity. Designed to get the critical shots on tanks and herc limbs. OLY: "Mein Panzerfaust" The big gunz. Designed to hit hard, keep shields down, and generally make other pilots go "!*^$@" Exec: Same as Oly just more manuverable with fewer weapons. Key concepts: Manuverability(except oly) Accuracy (note any components not listed are non mission critical and up to the users preferance) Squad beta: Recon, Ankle Biters club 1: Goad Human med agility engine Fast shield Smod Samp/scap 2xBlink 2: Goad Human med agility engine Fast shield Smod Samp/scap 2x elf 3: Pred Quickarmor Nano repair agrav turbo 2xpbw 4: Pred Quick armor nano agrav turbo 2xpbw or 2x BlastCannon 5: Adjucator (optional addition) 3x blaster 1x emp Big engine 6: APOC (optional also addition) BIG ENGINE 1xPbw 3xemp 2xemc Tactics: This squad is a set of matched pairs. In this case the goads are not clones but mutually beneficial configs. Both are hard to kill(for goads) and designed to complement the other. The tanks are clones, or if useing one BC varient also mutually beneficial configs. One key tactic here is for the blink goad to shoot a lot and fairly accurately. The whole point of blinks is that shields don't matter. When useing this goad the goal is to shoot out the opponent's shield generator and or reactor. Typically Internal damage is a real killer. The Elf goad needs to run up and then start smashing away at the hercs with recless abandon. These weapons are chosen because of 2 factors. Flat out shield dammage per hit, and the fact that 20% of those 700 points ignore the shielding. (this is why goads can kill apocs without the apoc ever dropping below 70% shielding) While the blinker is removeing the shielding, the elfer is going around it and doing some serious damage. As the numbers go a blink and an elf both do the same amount of damage(basically) to the armor when the shielding is still up. After it drops is a different matter. The preds are the supporting fire, and heavy artillary. The pbws, as we all know, have a nice way of peeling off shields like peeling an onion. That and with a 4 pbw 2 elf burst to an apocs cocpit is typically not going to leave much to pick up. This Team needs to work in both pairs and as a quad at the same time. IE the goads must be in close support of eachother as must the tanks support eachother, but the targets should not be spread out much. NOTE: Targets of opportunity still apply. If you have a chance with heavy weapons for a smod hole shot by all means take it, but in standard engagement concentrate your fire. The adj and Apoc additions are mearly to bump up the fire power of the squad as a whole. If there are more pilots additional goads or preds could be added with just as much of an effect. RECOMENDED FORMATIONS: BOX Claw