
MechWarrior: Dark Age Vehicles
The
VV1 Ranger is an inexpensive vehicle best used to flank your opponent
and harass their backfield. The Ranger can be difficult to eliminate due
to its Decoy and Evade special equipment. Against ranged attacks, Decoy
and Evade give this unit a fighting chance to flank opposing units and make
a run for their deployment zone. Don't expect much from the Ranger if it
is called upon to make attacks against undamaged units. It has weak attack
values and can't deliver more than a click of damage. Avoid base contact
with enemy units; close combat attacks against the Ranger prevent Decoy
and Evade from being used.
The
Scimitar Mk II shares the honor of possessing the highest speed value
in the game. Combined with Infiltrate special equipment, the Scimitar can
begin the game up to 31 inches (gasp!) from your edge of the battlefield!
As the first player in a game, use this tactic if you see that your opponent
has placed a valuable but weakly-defended unit such that you can have a
clear shot at it. Infiltrate the Scimitar when you are deploying your units,
and the first action you give it will be a ranged combat attack! Ballistic
weaponry makes it equally effective against all targets. Evade and decent
defense values give the Scimitar a fighting chance to survive the engagement
and rejoin your battleforce.
The
Fox Armored Car is another fast support vehicle. While it has similar
stats to the Scimitar MkII, the Fox doesn't have Infiltrate special equipment
and cannot be used in the same offensive fashion as the Scimitar. Instead,
the Fox takes the more standard role of a recon unit. As such, it is called
upon to harass the opposition, exploit weaknesses, flank units and gain victory
points through occupation of an opponent's deployment zone. Decoy and Evade
special equipment provide the Fox with a chance to avoid initial attacks in
order to zip past enemy units. If cornered, the Fox can fight back, too, delivering
2 clicks of ballistic damage on a successful hit.

This cheap vehicle has definite staying power due to its initial Decoy slot. As an optional ability, Decoy can be canceled if a weak attacker targets the Shandra Scout Vehicle; otherwise, Decoy makes the attacker roll to hit a second time or else the successful hit will miss instead. Make a run for your opponent's deployment zone, and Decoy gives the Shandra a great chance of getting there to accumulate some victory points!
The
MIT23 M.A.S.H. Vehicle is an infantry unit's best friend! With its
Repair special equipment, it can provide one to six clicks of repair to an
infantry unit. Watch for repair markers on the target infantry, however; a
unit cannot be given a click of repair if it has a repair marker showing in
its stat slot. Bannson's Raiders infantry and Peasant Companies are naturals
in a battleforce with a M.A.S.H. unit since they have no repair lines to limit
their repair potential. M.A.S.H. units require protection to keep them in
the game since they have no offensive capabilities to speak of. In a pinch,
remember that your M.A.S.H. unit can still make a ram attack even if it has
a damage value of 0.
Use
your JI100 Recovery Vehicle to repair your damaged 'Mechs and vehicles,
enabling them to return to the front lines. In a small battle there is often
not time to repair units, but in a larger engagement the ability to repair
units can be a game-winner. JI100's are very useful when teamed up with Bannson's
Raiders units since they have fewer pesky repair markers to prevent repair
attempts. With their decent attack values, veteran and elite JI100's can be
effective in dealing damage when used to ram opposing units.
In
a standard 300-point game of MechWarrior: Dark Age, a Mobile HQ is
a gamble. On average, the player will get an extra order to give to units
every three turns. This is an undeniable advantage but often a player will
find the extra order wasted, since he has no spare units to which the order
can be given. For this reason, an HQ will have a much bigger impact in larger
games or as part of a battleforce with many low-cost units.
The
SM1 Tank Destroyer is a potent but very specialized vehicle. With its
high damage values, Armor Piercing special equipment and good maximum range,
the SM1 is all about offense. It is, however, easily defeated due to its modest
defense values. Also, its 4-inch minimum range means that opposing units can
get inside its reach and safely attack the SM1 without fear of retaliation.
To prevent this, be sure to use other friendly units to support the SM1, or
use its high speed and hover speed mode to disengage from an opponent and
re-establish a safe range cushion.
All
Condor Tanks are equipped with Infiltrate. With their good range values
and high speed, using Infiltrate when deploying the Condor can put your opponent
under pressure right from the beginning of the game. Often terrain placement
will prevent the effective use of this tactic. The elite Condor, however,
has Streak Missiles to permit it to make a ranged combat attack against opposing
units behind blocking terrain. You can run, but you can't hide when this Condor
hits the battlefield! Aside from its Infiltrate special equipment, the Condor's
competent combat values and ballistic weaponry will deliver the damage regardless
of the target type!
This
powerful medium tank is a very versatile unit. Mobile, hard-hitting and well-defended,
the BE701 Joust can assume a multitude of roles in a battle. Equipped
with Pulse special equipment, the BE701 can deliver twice its damage value
against a 'Mech or vehicle unit if it manages to hit with both the rolls of
a Pulse attack. Furthermore, its energy weapon will inflict a click of heat
on a target 'Mech. All this potency against enemy armor is limited by the
Joust's weakness against infantry. Use your Jousts to combat opposing vehicles
and 'Mechs. If infantry threatens, either pull back or reinforce your position
with units better able to engage them.
The
JES Missile Carrier is a difficult unit to use. Its good combat values
and high speed often mean it's used in the front of an assault. However, its
short range prevents it from being an effective stand-off unit. It is best
to hold back the JES, and have it enter an engagement after the first shots
are fired. This way, it can move to attack units that are already tied up
in close combat. A short minimum range, 360 degree front arc and multiple
shots of ballistic weaponry make it effective in close quarters against opposing
infantry. The elite version of the JES is particularly effective against units
with energy weapons; its Reflective Armor nullifies energy damage of 2 or
less!
The
aggressive Demon Medium Tank boasts impressive initial combat values.
Use the Demon to assault opposing 'Mechs and vehicles to make the best use
of its abilities. Multiple attacks give its energy weapons some utility against
infantry, but it will do the most damage against 'Mechs and vehicles. Athough
a capable unit, the Demon is a just medium tank and does not have the endurance
of a heavier unit in a prolonged firefight. Bring along some friends if you
think the engagement will be a long one.
The
M1 Marksman is a powerful and well-balanced tank. In all of its green,
veteran and elite versions, it possesses Armor Piercing special equipment.
This equipment allows the Marksman to ignore a target's defensive bonuses.
Hardened Armor and Heavy Armor, both of which are defense special equipment
that reduce damage, are completely ignored by a ranged combat attack from
the Marksman. Combined with its excellent range, the Marksman is aptly named
and should be used to eliminate opposing forces at maximum range to reduce
the likelihood of return fire.
A
wheeled assault tank? You bet, MechWarrior! The DI Schmitt is an insanely
fast unit with the great armament and defense of an assault tank. The battle
will hinge on your success with this tank. Ballistic weapons, multiple attacks
and Armor Piercing special equipment give the DI Schmitt outstanding offensive
capabilities against any target, and, given clear lines of fire, its 14-inch
range make an advance against it a dangerous proposition. Bring along some
help, though, since this tank can be defeated up close if opposing units get
inside its long reach.
This
awesome vehicle needs to be carefully protected and deployed to make best
use of its offensive might. Given the high speed of units in MechWarrior:
Dark Age, the long range of the JESII Missile Carrier is not enough
to keep it safe. Streak Missiles broaden the possibilities of this missile
carrier. When preparing the battlefield, blocking terrain can be set up to
channel your enemy's attacks without limiting this unit's the lines of fire.
Another tactic is to use the JESII behind a screen of friendly units to prevent
an opponent from closing to base contact. Once opposing units get into base
contact, the JESII is at a severe disadvantage. Its long minimum range prevents
it from attacking units in base contact and its slow speed makes it difficult
to re-establish a safe range cushion. Keep the enemy at arms reach, though,
and this unit can definitely win the day!
As
the most expensive and powerful vehicle, the Behemoth II tank has a
commanding influence on the battlefield. If no terrain blocks its line of
fire, the veteran and elite Behemoths' 14-inch range and 360-degree front
arc allow it to engage units in an area equal to about ½ of the standard
battlefield. Armor Piercing and defensive special equipment are likely to
put it on the winning end of an engagement. Its only weaknesses are its long
minimum range and slow speed. Use friendly units with short ranges to create
overlapping fields of fire and protect the Behemoth from enemy units closing
to make close combat with the Behemoth.