Difference between revisions of "TC ThunderRift"

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(Overview)
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{{Quote|"Carved from volcanic activity, this tangled web of caverns is an exceptional feature of Trellwan's geology, which suffers from a short orbital year and a long rotational day. It was here that Victor Steiner-Davion encountered the clans for the first time using the first effective strategy against them despite his loss."|Map introduction}}
 
{{Quote|"Carved from volcanic activity, this tangled web of caverns is an exceptional feature of Trellwan's geology, which suffers from a short orbital year and a long rotational day. It was here that Victor Steiner-Davion encountered the clans for the first time using the first effective strategy against them despite his loss."|Map introduction}}
 
==Overview==
 
==Overview==
 +
ThunderRift is a close ranged battlezone set deep in a cavern with no room for ASFs. Brawling fights over the two raised middle caps are often quick and intense.
 +
 +
Capture the E2 or D7 forward Mech base (spawns 70t assets) and set your spawn point to it. Capture the D4 or E5 base and hold them. RTB to forward mech base often. Push into enemy D4 or E5 bases with overwhelming numbers. If all bases are lost, send a couple fast assets to back-cap enemy's far forward mech base and keep pressure on the closest forward mech base.
  
 
==Gallery==
 
==Gallery==

Revision as of 06:37, 22 June 2019

TC ThunderRift
Thunder-Rift.jpg
Environment: Cave
Temperature: 25
Planet: Trell 1
Coords: -115.01, 390.42
Size: 2048 x 2048
Game Modes:
First Available In: 0.5.0
Assets
Assets:
Number of Bases: IS: 1
Clan: 1
Neutral: 4
Tactical Map


"Carved from volcanic activity, this tangled web of caverns is an exceptional feature of Trellwan's geology, which suffers from a short orbital year and a long rotational day. It was here that Victor Steiner-Davion encountered the clans for the first time using the first effective strategy against them despite his loss."
— Map introduction

Overview

ThunderRift is a close ranged battlezone set deep in a cavern with no room for ASFs. Brawling fights over the two raised middle caps are often quick and intense.

Capture the E2 or D7 forward Mech base (spawns 70t assets) and set your spawn point to it. Capture the D4 or E5 base and hold them. RTB to forward mech base often. Push into enemy D4 or E5 bases with overwhelming numbers. If all bases are lost, send a couple fast assets to back-cap enemy's far forward mech base and keep pressure on the closest forward mech base.

Gallery

Bases

F2

Type: Clan home base
Defenses: 4x Calliope, 2x LAMS
Captureable: No
Can build: all Mechs, all Vehicles
Services: Repair, Rearm

C7

Type: IS home base
Defenses: 4x Calliope, 2x LAMS
Captureable: No
Can build: all Mechs, all Vehicles
Services: Repair, Rearm

E2

Type: neutral base
Defenses: 2x Sentinel
Captureable: Yes
Can build: up to 65t Mechs, all except assault Vehicles
Services: Repair, Rearm

D7

Type: neutral base
Defenses: 2x Sentinel
Captureable: Yes
Can build: up to 65t Mechs, all except assault Vehicles
Services: Repair, Rearm

D4

Type: neutral base
Defenses: 2x Sentinel
Captureable: Yes
Can build: none
Services: none

E5

Type: neutral base
Defenses: 2x Sentinel
Captureable: Yes
Can build: none
Services: none

Points of Interest

See also

TSA_ThunderRift