
Check the Elemental entry on for details. If you need the sensors or you want to whack enemy commanders in a campaign, the Wolves invented the Headhunter Elemental variant for recon and decapitation strikes. The more common Adder can serve in a pinch, but it's more of a general combat machine that's going to be trotting along and blasting at people at range rather than rolling right over them like the Gargoyle or making extreme flanking maneuvers like the Ice Ferret, so it's not ideal for dropping Mechanized Elementals. There should be a light sprinkling of Vipers, Novas, Exectioners, Fire Moths, and other "combined arms" favorites in the Wolf tables. Not the greatest 'Mech, but serving as a combined-arms transport helps make up for some of the inefficiencies. Also, it represents a pretty big threat that will draw attention away once they dismount. The "big G" isn't lightning fast, but it moves 5/8 and has all of it's weapons in the arms, usually, so it can lay down fire while carrying the little guys. If you're going with canon forces, the Ice Ferret is probably going to be your primary Elemental carrier, with the Gargoyle as a close second.
#Battletech elemental free#
Wolf honor rules got pretty liberal by 3052, so feel free to concentrate fire if the enemy's not playing "fair." Those big SRM volleys that people were talking about can be really painful if a whole Star coordinates. In that case, MG's and Flamers should be pretty good Elemental primary weapons. What era are your campaigns set in and what factions are being played? This will affect the typical armament choices and tactics for Elementals somewhat. If possible without compromising your mission, stay away from units that have weapons that are highly effective against Elementals: Large/multiple LB-X autocannon, area effect weapons (artillery, mine clearance missiles, etc.), large batteries of Medium Lasers, or inferno missiles and other "heat" weapons. Flamer Elementals can often help facilitate Leg Attacks and Swarms because they can deliver large amounts of heat and slow the enemy down. Start with ranged fire, then proceed to Leg Attacks when you can close, and finally use the Swarm as a finishing move against already crippled 'Mechs or against vehicles. Priority targets should be slow 'Mechs and any tanks they can get a shot at. They eat slow 'Mechs and "camping" fire support machines for breakfast. Ironically, the heavier the enemy 'Mech, the easier a target it usually is for Elementals.

They can also be dropped into the path of advancing enemies via fast 'Mechs in order to break momentum. On defense, deploy Elementals in covering terrain and then retreat behind them to snipe, using them as living mines to deter enemy 'Mechs that wish to close. Then let them use their own jump jets to close. The Clan Elemental Star includes five hex-based Elemental miniatures-no assembly. Plan accordingly by dropping them off in woods or behind buildings or by presenting the enemy with a juicier target or a threat that distracts them. GAME OVERVIEW This is perfect for Battle Tech and Alpha Strike action.
:origin()/pre00/99c0/th/pre/i/2017/245/b/5/elemental_armor_with_pilot_by_stridersstrikersteam-dbm7afi.jpg)
#Battletech elemental mod#
When deploying them from a 'Mech, be mindful of the fact that they get no movement mod in the turn they dismount, so they will be vulnerable.
#Battletech elemental full#
Clan Ad Hoc Star: Kodiak, Pack Hunter, Hellion, Fire Falcon, HowlerAs others have said, when on offense, make full use of Mechanized Battle Armor.Clan Striker Star: Vapor Eagle, Conjurer, Horned Owl, Incubus, Piranha.Clan Heavy Battle Star: Turkina, Kingfisher, Ebony Jaguar, Crossbow, Hunstman.Clan Support Star: Night Gyr, Arctic Cheetah, Linebacker, Battle Cobra, Black Lanner.

