The trick with the locust on the TT, was to use its 12 hex running ability and the initiative roll to make it really hard to hit, If you lose initiative run 10 + hex's away, if you win it loop back in for a shot.I didn't understand some of that.... well, most of it. So... it's really freaking fast, and because of it, it's hard to hit. Why not have a few dozen trinaries of Locusts then? I hate to suggest it as it sounds like a trolling setup, than anything serious.
In trying to hit it, its base to hit for long range of 8, it moved plus 10 hex's add 4......... if the attacker walked its plus one, you need to roll a 13 on 2d6 to hit........
That plus 4 modifier for movng 10 plus hex's was really useful if you played it right.
You can also use that 12 hex run, to on winning the initiative get into the rear of your target where not only can he not fire back (with exceptions like the 2medlas on the atlas), but you are also targeting rear armour, yes its a death of a many small cuts, but done properly the locust can surprise the unwary.
I did often run fleets of locusts, And maintained that ton for ton 100 tons of locust , beat 100 tons of atlas in the long game.
the chart below shows how you calculate the to hit numberhttp://www.sarna.net/wiki/CBT_Tables#Attack_Modifiers_Table
You start with the weapons range.
For Short range the base to hit is 4 (rolled on two 6 sided dice)
If the range is medium its 6, if its long its 8.
So the closer the range the easier the target is to hit.
Then you calculate any terrain modifiers, light or heavy woods etc these get added to the "to hit" number
then movement modifiers, first the attackers movement
stationary is 0
walked is +1
ran is +2
jumped is +3
then the targets movement
0-2 hex's is 0
3-4 hex's is +1
5-6 hex's is +2
7-9 hex's is +3
10 or more hex's is +4
So lets say at the start of the firing phase i want to shoot a large laser at a locust thats 6 hex's away
Thats medium range, so a base to hit of 6, i ran my mech during the previous movement phase so thats a modifier of +2 and the locust ran 11 hex's a modifier of +4
i need to roll a 12 "to hit" it, if the locust was able to put some light woods between us its a 13 to hit, if he managed to put a hex of heavy woods between us its 14 to hit impossible with a maximum dice roll of 12.
If the locust were 12 hex's away instead of 6. (not uncommon with a run of 12)
Then that large laser would be long range, base to hit of 8, i ran +2 he moved 10 plus hex's +4 which means "to hit" i need to roll 14, again impossible.
The logic is pretty sound, to hit a target the factors are how far away it is, how fast is the attacker moving, ie easier shot if your standing still harder if your running, and how fast the target is moving.
Conversly if the locust were 2 hex's away and it didnt move during the movement phase, and the attacker didnt move either, then its a base to hit of 4, no modifiers.
So if i roll a 4 or 5 or 6 or 7 or 8 or 9 or 10 or 11 or 12....... the weapon hits
Some other advantages i found with the locust, the TT game is often a last man standing scenario, people often overlooked the locust as being a small threat (one medlas and 2 mach guns) and focused on the larger mechs, the locust can dart around the periphery of the battle, nipping in for an opportune shot into rear armour, and then mopping up towards the end of the battle.
In a last man standing scenario 5 locusts vs one atlas spreads your tonnage over multiple chassis
Its disadvantage is obvious though, its a garbage can on legs armour wise, one or two decent hits from a heavy weapon will trash it badly.
But if you run them properly, they can be effective