Hey folks! Scotty here, and these next few months I'm going to be building a force of 1st Covenant Guards for use in the Dark Age. This, believe it or not, will actually be the very first whole company I've ever painted, and the first time for a lot of the techniques I'll eventually be showing off here.
But, before I start posting any pictures, I'll take a look at how I decided to build this company. Whenever I start building a force, I ask myself two questions. 1) What do I want this company to do? And 2) What unit fits that description?
In this case, and for this particular event, I wanted a company that could show off some of the less common formations from the Companion. Instantly, I needed a Nova formation. I also wanted some combined arms action, and that lent itself very well to a vehicle and battle armor group. I also wanted to bring in some kind of air support, but nothing too big or expensive, and an Air Lance was another good way to use a pretty uncommon formation. That gave me a “Lance” for the Nova, and I wanted a full company, which meant two more Lances, one of which would host the Air Lance. The other two Lances would end up being 'Mech Lances, both because I've got a lot more of those to pick from and because I wanted some “conventional” (for BattleTech) line units for my Nova and ASFs to back up.
As many of you may know, I'm a pretty big fan of the Free Worlds League and the Dark Age. That means lots of purple, and I wanted to add in some designs from 3145. I also hate using white in paint schemes, which limits what unit fits the description by quite a lot. Finally, I've got a really mixed combined arms unit. So, purple, no white, combined arms, and modern units. Say hello to the Covenant Guards, which fit all of the above criteria! They're also a good excuse for me to add in some cross factional stuff if I really feel like it (and I do, just a little bit).
Now, onto the units! I'm also a
huge fan of versatility. Not just in individual units, but also in how those units work together. I try to pick units that can perform multiple roles in multiple Lance types. In particular, when I build Lances I try to build them so I can pick between Lance types at game-time, instead of having to rebuild my entire group to get the ability I want. Naturally, there are a few Lances that really go well together like that.
Every company this size needs a solid anchor. That means either a Battle, Assault, or Fire Lance. An Assault Lance needs either a Juggernaut or two Snipers, in terms of unit role. A Battle Lance needs three of any combination of Brawler, Sniper, and Skirmisher. A Fire Lance needs three of any combination of Sniper or Missile Boat. The overlap here, then, is a Lance of three Snipers and... well, pretty much anything else! As long as it's got decent armor and can do damage to fit in the Assault Lance.
I pick a Carronade right off the bat, because Carronades are awesome. It's a Sniper, so one down. Next up, something stereotypically Marik: The Awesome. You can never, ever go wrong with a classic -8Q model, and it's also a Sniper with good armor and damage. Two down. Next it gets a bit trickier. I've got my eye on a couple other units, but I want to keep them roughly the same speed as my other two picks, which means something that moves 10” isn't exactly what I'm looking for. I've got good long range damage so far, but my short and mid range is suffering for what I want to also be an Assault Lance, so I pick a Tempest to pick up the slack. Tempests are Skirmishers, which means my last unit needs to be a Sniper in order to qualify for all three Lance types. I look through the MUL for a bit, until I stumble across a hidden gem: The ON3-M Orion is a Sniper! And it keeps the lance feeling like a proper mix of older and newer stuff. That leaves me with:
Carronade CRN-7M (36)
Awesome AWS-8Q (39)
Tempest TMP-3M (41)
Orion ON3-M (37)
For a total of 153 points spent on that one lance. That's nearly 40% of the PV I have to spend on the entire force, so my next stuff needs to be a lot cheaper, individually. But that's okay, I've got a pretty solid core of 'Mechs to work around. And it still qualifies for all three Lance bonuses, whichever I pick when I want to actually put these guys on the table. Versatility! Infantry are pretty cheap no matter what stripe they are, so I'm going to leave them for last, so I don't have to worry about finding 'Mechs that cost the perfect amount of PV to fit.
Now that I've got a solid anchor Lance, I want a flanker Lance to smash things against that anvil. That means something faster and lighter, to take advantage of positioning and force enemy movements. Nothing slower than 10” will do, and that means I'll be trying to build it primarily as a Striker Lance to take advantage of even more speed. Striker Lances overlap naturally with Pursuit Lances. Every unit in a (default) Striker Lance has to move 10” or faster, and at least half need to be Striker or Skirmisher roles. Pursuit Lances are a bit different, and don't actually have role requirements. Instead, they've got size and speed requirements only. The standard Pursuit Lance actually requires 12” minimum movement and size 2 or smaller. I'm already pretty set on using a Hercules for this Lance (what can I say, I love that thing), so that won't do. However, the heavier version of the Pursuit Lance, the Probe Lance, allows up to size 3 and 10” minimum moves. I think we have a winner!
So, to recap, I need all of my units to move 10” at minimum, and between them at least two need to have the Striker or Skirmishe role. And none of them can be Assault 'Mechs. Not really a tough bill to foot, honestly. Starting with the Hercules (which is a Skirmisher), I quickly decide on using a Hammer -3M (Love me some Hammers), and also toss in a Centurion CN9-D. Centurions are everywhere, and the 12” move is helpful for use in a Striker Lance, where the other units can use the Speed Demon bonus to match its speed. The Hammer is a Striker (Objective complete: 1/2), while the Centurion is a Skirmisher. Technically speaking, that's already the role requirement for a Striker Lance, but I want more. This is also where I decide to go cross-factional just a bit. I love the Hollander III. There's no real reason to love it, but I do, and I want to see one in this Lance. It's a Sniper, and doesn't necessarily fit with the rest of the Lance, but it does have a 12” move, and I like that. And the model is gorgeous, so I don't care, I'm taking one. :D That brings around a Lance that looks like:
Hercules HRC-LS-9000 (35)
Centurion CN9-D (26)
Hollander III BZK-D1 (20)
Hammer HMR-3M (23)
Yeah, I'm happy with that. At a total cost of 104 PV, that brings the company total to 257, leaving a bit under 150 PV to fill out the infantry and their transports, and to tack on some air support. I'd say it's a pretty good way to go.
Speaking of infantry, we're almost there, but I want the transports they'll be using defined first. The entire goal of this platoon of tanks will be to get infantry from point A to point B, without getting immobilized on the way there. On a normal day, I'd pick some hovertanks for the job, but I'm feeling like breaking that habit here. Let's go tracked. Can't immobilize them nearly as easily. This is a Marik list, so the very first thing that I take a look at are Main Gauches. There's an IFV version of the Main Gauche, which moves 12”, and that sounds absolutely perfect for this unit. I've got a pair of the minis, too, so they're in. I always try to match movement profiles if I can (the Striker Lance doesn't count; they're close enough), especially when it comes to deploying infantry. I want something else that's 12” and tracked. This pool is significantly smaller to choose from. In the end, to save some PV, and because I've already got a couple of the minis, and because they're pretty typically Marik, I go with a pair of Galleon 100s. They're the next best thing to utterly useless in combat, but they're just there to move some battle armor around, and being that toothless means they're less likely to get targeted, which is a bonus to me.
The first and obvious problem with that Lance is that the Galleons don't have infantry bays. Fortunately, there's a way to cheat: Bring something with the XMEC special, which allows it to hitch a ride on the outside. That'll limit my choices in infantry pretty severely, but on the plus side I've known pretty much since this started what I'd be picking for those. I've got a pack of Longinus, and a pack of IS Standard, and you can probably guess which ones I'd rather do for a League unit. I decide to opt for a Flamer and a Laser squad, in addition to the two Magnetic.
Main Gauche (IFV) (17)
Main Gauche (IFV) (17)
Galleon GAL-100 (12)
Galleon GAL-100 (12)
Longinus [Laser] (9)
Longinus [Flamer] (9)
Longinus (Magnetic) (8)
Longinus (Magnetic) (8)
See what I meant when I said infantry are really cheap? This whole Nova formation cost 92 PV. Well within budget, with a little over 50 PV left to spend if I need it. Believe it or not, since the Galleons are Scout role, this technically qualifies as a Recon Lance. This unit doesn't have a whole lot of use for one of those, so I'm going to dub it a Support Lance, so I can pick one or two of my tanks to get an ability from my other Lances. You never know how handy that can be, especially if it's something hilarious, like Demoralizer from an Assault Lance.
And now for the air support. 50 PV isn't a lot to pay for fighters, and since fighters have to come in identical pairs (for some reason, but them's the rules), I only really own one eligible set. I pick a couple Cheetahs that fit my PV needs, and attach them to the Battle/Assault/Fire Lance, and boom. Done. Total PV comes to 382. Pretty sweet! Some room for skill improvements in a game that uses them, and otherwise a pretty solid little company to field.
And now, some pictures! I'll be painting these guys in groups over the next several months, but for now the first step was getting everything together and in one place. I already had the Cheetahs painted, fittingly enough, but they're actually a little darker purple than I'll end up using on the ground units. Oh well, call it a stylistic difference between the flyboys and the ground pounders. Also featured: my shoddy workstation and tools. (And as a bonus, if you pay attention, you can see one of the Galleons go from badly primed to stripped to primed)
And the final list, put together.
Battle Lance (Air Lance)
Awesome AWS-8Q Sniper 39
Orion ON3-M Sniper 37
Carronade CRN-7M Sniper 36
Tempest TMP-3M Skirmisher 41
Cheetah F-14-S Interceptor 17
Cheetah F-14-S Interceptor 17
Total 187
Striker Lance
Hercules HRC-LS-9000 Skirmisher 35
Centurion CN9-D Skirmisher 26
Hollander III BZK-D1 Sniper 20
Hammer HMR-3M Striker 23
Total 104
Support Platoon (Nova)
Main Gauche Light Support Tank (IFV) Brawler 17
Main Gauche Light Support Tank (IFV) Brawler 17
Galleon Light Tank GAL-100 Scout 12
Galleon Light Tank GAL-100 Scout 12
Longinus Battle Armor [Laser] Ambusher 9
Longinus Battle Armor [Flamer] Ambusher 9
Longinus Battle Armor (Magnetic) Ambusher 8
Longinus Battle Armor (Magnetic) Ambusher 8
Total 92
Company Total 383