Structured Drops: the ground rules

Structure /strək(t)SHər/
verb · construct or arrange according to a plan; give a pattern or organization to.

Intent and preparation

The intent of the Windborne Highlander Structured Drop Night is to practice teamwork, unit coordination and communications. These group rules set a process for ensuring we get in as many drops as possible within our limited time. 

Remember the goal is to get in as much practices as possilbe. Becuase of this, all participants…

…are to have multiple weight class mechs ready (built and skilled).

…if needing to adjust your mech, sit out a drop until your ready.

Structure and precedence

Structure drops fights around the concept of a firing line. The basis of this strategy is to combine the firepower of three Assault Mechs on one adversary at a time at ranges ideally greater than 800 meters. Second is to support the immobility of our assault Mechs with scouting to locate the adversary and provide information back to a drop lead. Strikers provide support through a combination of speed and firepower allowing them to close and hit an adversary hard. Their speed allows them to return to the safety of the firing line when needed.

There are roles for snipers, brawlers, sneaky scouts, and Long-range missile (LRM) devotees. Within the confines of precedence below, work with your teammates to shift Mech weight classes and roles. This helps ensure each of us does not get pigeon-holed into one type of Mech or style of play.

Mechs #1-3 (the firing line)

  • Assault MECHs (With no drop lead, one assuault to bring ECM)
  • 5+ ER Large Lasers
  • 4 ERPPCs
  • 2 Gauss Rifles with 2+ ER Large Lasers
  • 2 Gauss Rifles with 2 ER PPC
  • 6+ AutoCannon 2s
  • 4+ AutoCannon 5s
  • No LRMs/ATMs

Mechs #4-5 (the scouts)

  • Minimum speed 135kph

Mech #6 (the drop lead)

  • ECM capable
  • No Long-Range Missiles
  • A laser to serve as a pointer for directions and setting locations

Mechs #7-8 (strikers)

  • Minimum speed 90kph+

MECHs #9-12

  • Anything goes