Author Topic: Building a custom Merc unit... But need help.  (Read 17793 times)

Alan Davion

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Building a custom Merc unit... But need help.
« on: 24 December 2016, 01:41:27 »
I recently got it in my head to build myself a custom Mercenary unit for a few different causes and reasons.

One being the announcement of Mechwarrior 5: Mercenaries by PGI last week during MechCon. Another being HBS' Battletech game which I just saw their update on melee combat earlier this week.

God I am so hyped for HBS' BT game. I plan on trying my best to replicate this mercenary unit in HBS' BT game when it eventually comes out.

One other reason being I'm a big roleplayer and I plan on making this merc unit into an RP profile on one of the sites I RP on. I don't plan on RPing the "entire" unit mind you, that would be ridiculous, just the 12 or so Mechwarriors at first.

If I get really ambitious I might expand the profile as I go to include other characters from one section or another.

Now, the big problem I have is two fold. One, I'm not good with coming up with names. Coming up with a House Unit name is considerably easier, but Merc unit names are a bit harder sometimes. I find a lot of the time they're a play on words to one degree or another, stemming from either the person that established the unit, or something to do with the mechs the unit uses.

Grayson Death Carlyle and the Gray Death Legion, or Barber's Marauder IIs for example.

As far as helping me with a name goes, I've been watching a lot of Knight Rider on the ELREY Network, and always liked, at least the name, of the Black Riders, aka the Ring Wraith's from Lord of the Rings. So probably something that has to do with Blitzkrieg, Cavalry, Knights and Riders would probably be appropriate.

I'm imagining the paint scheme would be primarily black, with red and gold as secondary or trim colors. The cockpit glass/windows/hatches/whatever also being a red color would be interesting.

For instance, take this Griffin below. I'd kind of imagine the main body being primarily black, with, let's say the big shoulder pauldrons and kneecaps painted in red, and the little stylized emblem on that right pauldron, there's probably one on the left as well, and the center of the knee colored in gold, and a little bit of red and gold thrown into like the chest and hips to finish it off.



And problem two, I'm not good with grouping up mechs or vehicles that would synergize well with each other. This, I'd bet real money on is due to the fact that I've never actually played the Table Top Battletech game to really learn the strengths or weaknesses of one unit with or against another.

All I really know is what I like the look of as far as mechs, fighters, vehicles and so on. I don't know what makes up a good scout lance versus a good fire or command lance, etc, especially when it comes to vehicles like Striker light tanks vs Pike Support vehicles or something.

Anyway, that all being said, I'd like to provide a list of mechs, vehicles and aerospace fighters that I like, as well as maybe some dropships, cause I've really gone back and forth on some of the dropships. When I get to the dropships I'll give a little of my reasoning for each.

Also, I'm imagining this Merc unit would primarily work for Davion and/or Steiner, set primarily between about 3005 and 3040, so during the 3rd Succession War up to Post 4th Succession War, before the Clans came romping onto the scene and royally mucked everything up.  8)

Please note, I don't hate the Clans, I just like the Inner sphere more.

So, onto the lists of equipment.

Mechs first naturally.

Light Mechs: Locust, Stinger, Wasp, Commando, Valkyrie, Firestarter, and naturally you can't have an effective scout group if you don't have an Ostscout. Well you probably can have a scout group without one, but it would not be as effective as it would be if it did. I don't know.  ::)

Medium Mechs: Whitworth, Blackjack, Hatchetman, Phoenix Hawk, Centurion, Enforcer, Hunchback, Trebuchet, Dervish, Griffin, Shadow Hawk, Wolverine. I know that's a lot of mechs, since I'm only going for a Company sized unit, but I figure there's plenty of options to combine all these mechs between three lances. The Phoenix Hawk for example being a great scout lance leader.

An extra note, the leader of the unit I want to have piloting a Shadow Hawk. It's pretty much my absolute favorite mech.

Heavy Mechs: Rifleman, Catapult, Crusader, Thunderbolt, Archer, Grasshopper, Warhammer and Marauder.

Assault Mechs: Charger, yeah I know it's only got small lasers, but an assault mech that can keep up with a few Light mechs and most Medium mechs is nothing to sneeze at, especially if it gets up close.  ;) Continuing on... Victor, Zeus, Battlemaster... I like the Longbow, but I'm not sure how, or if it would be a good fit in just one company of mechs. Something like a Battalion at least would probably be required to make effective use of the Longbow... And finally the Atlas. Can't forget Steiner's favorite scout mech now can we. *wink wink nudge nudge*  ;D

Using my 3025 TRO we come to the vehicles next, and I've never fully understood how vehicle units are organized. I know mechs are typically grouped up by fours, but can occasionally be grouped up by sixes, but augmented lances would work better with Battalion or Regiment sized forces. And Aerospace fighters are usually grouped up by twos, and sometimes threes, but vehicles are where I fail to figure out how they're grouped up.

Like for instance, the entry on the Excalibur dropship says it carries two full tank battalions totaling 90 vehicles. So one Battalion totals 45 vehicles, so that would be three companies of 15 vehicles each, which I guess would be three lances of 5 vehicles each.

Anyway, unlike with the Mechs, which I only have a company of, I would expect to need probably at least one Battalions worth of vehicles, with each company serving a different purpose. One straight combat company comprising tanks of various sorts, one Infantry support company, with APCs and some other support vehicles like attack helicopters, and finally a straight up unit support company, which would be your coolant and ammo transports, mobile headquarters and engineering vehicles, MASH trucks, etc.

And as I delve deeper into the vehicles I find there's a lot that can be used for infantry support, the biggest being that bigass Maxim Hover Transport that can carry and entire platoon instead of just a squad like the various APCs, a couple Helicopters and the Goblin Medium tank.

Whooboy. This could be a lot. Think I'll start with the easier stuff, the Infantry support.

Ferret Light Scout VTOL, Wheeled APC... I'm not sure if the Packrat LRPV, Skulker Scout tank and the Darter Scout car would be better serving in the infantry support or general unit support sections... Anyway, continuing on... The H-7 Warrior attack helicopter, Scorpion light tank, the GAL-100 Galleon light tank... Once again not sure on a couple vehicles, this time the Striker Light tank and the Hetzer wheeled assault gun, seems like both would be good for both infantry support and regular combat duty with the regular tanks... The Goblin medium tank, Maxim heavy hover transport, Vedette and Bulldog medium tanks also all seem well suited to both infantry support and straight combat...

Maybe the straight combat vehicles would be the easiest to pick out.

Bulldog medium tank, LRM carrier, Manticore heavy tank, Pike Support vehicle... I'd like to say the Mobile Long Tom, but it seems out of place in a Merc unit... I just can't help but like big honking artillery pieces... The Rommel/Patton tanks, the Von Luckner, and the Partisan heavy tank to finish it off.

Tanks like the Demolisher, Schrek, Ontos and Behemoth seem a little too powerful for a Merc unit, they'd probably be more appropriate in House units.

And finally we come to the general unit support vehicles.

Swiftwind Scout car, J-27 ordinance transports, MASH vehicles, Mobile HQ trucks, coolant trucks, the Karnov, Planetlifter and Cobra transport planes, and mobile engineering vehicles.

Now, as far as Dropships go, I almost feel like I really need an Excalibur in order to have enough space for all the vehicles the unit would need, but GOD it's got less weaponry than even a Union class.

My other thought for the main dropship was a Fortress class, that would give me the Long Tom I wanted earlier, and a much heavier weapons load over even the Union.

To get more vehicles, the best dropship I can find next to the Excalibur is the Triumph. Between the two that would give me 61 vehicles to work with, more even if the space for the 4 infantry platoons were ripped out as the Fortress carries a full company of infantry already.

An alternative to the Triumph is the Seeker, as I think that carries more vehicles from what I can see... Yeah, a Seeker paired with the Fortress yields a total of 84 vehicles... But it carries less weaponry than the Triumph.

Finally I figure I need fighter cover, but there are even fewer choices for that.

To keep to three total dropships, specifically dropships that can land on a planet, the Okinawa is the best ship but it's unfortunately outside my set timeline.

The Vengeance was my next thought since it can carry 40 fighters but it has to remain in space, which cuts off the mechs and other ground vehicles from air support... Can Aerospace fighters descend into atmosphere from space? I don't think they can.

Finally we have the Leopard CV, which can enter atmosphere and land, but only 6 fighters is too light a load I think. Does anyone know of a good fighter carrier, i.e. carries more than 6 fighters, that can enter atmosphere and land with the other dropships?

Aerospace fighters are where things get a bit easier as not all of the designs are used by all five houses, so I can limit the selection to a few generic designs and a few specific designs used by Davion and Steiner.

Specific aerospace fighters used by Davion and Steiner include the Corsair, Lucifer, Slayer, Chippewa and Stuka. While the generic aerospace fighters I like include the Hellcat and Eagle... I like the look of the Typhoon, but it seems a little too old and would be expensive as f*** to get replacement parts for.

And that finally brings us to the end of this massive experiment of mine. If you've stuck it out reading through this huge list of options and requests, I well and truly and sincerely thank you for taking the time to try and help me out on this.

Again, I really do apologize for having to ask so much, but without any experience at all actually playing the game and learning the different strengths and weaknesses of all the myriad mechs, vehicles and fighters, I really can't think of any other way to try and form an idea of how a unit like this would end up looking.

Daryk

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Re: Building a custom Merc unit... But need help.
« Reply #1 on: 24 December 2016, 09:10:03 »
Thanks for an interesting challenge!  As far as infantry and vehicles, I'd encourage you to take a look at my thread on the Glenmora Planetary Militia.  I built tracked, hover and VTOL transported combined vehicle/infantry units, and it's easy enough to strip out the custom Goblin variants (though if you're not opposed to them, I think they work well).

'Mech-wise, I recommend keeping your lances as close as possible to the same movement profile among themselves.  You seem to really want an Ostscout and a Shadow Hawk, so they will be exceptions.

Based on what you said, I'd go for:
Scout Lance (6/9/6 minimum): P-Hawk (Davion variant), Firestarter (Mirage variant), Ostscout, Super Stinger (the 2 Medium Laser variant)

Cavalry Lance (5/8/3 minimum): Marik Wolverine (WVR-6M), Griffin, Shadow Hawk, Dervish

Heavy Lance (4/6/4): Grasshopper, Victor, Catapult, Thunderbolt (Eridani variant)

Alan Davion

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Re: Building a custom Merc unit... But need help.
« Reply #2 on: 24 December 2016, 09:58:42 »
Thanks for an interesting challenge!  As far as infantry and vehicles, I'd encourage you to take a look at my thread on the Glenmora Planetary Militia.  I built tracked, hover and VTOL transported combined vehicle/infantry units, and it's easy enough to strip out the custom Goblin variants (though if you're not opposed to them, I think they work well).

'Mech-wise, I recommend keeping your lances as close as possible to the same movement profile among themselves.  You seem to really want an Ostscout and a Shadow Hawk, so they will be exceptions.

Based on what you said, I'd go for:
Scout Lance (6/9/6 minimum): P-Hawk (Davion variant), Firestarter (Mirage variant), Ostscout, Super Stinger (the 2 Medium Laser variant)

Cavalry Lance (5/8/3 minimum): Marik Wolverine (WVR-6M), Griffin, Shadow Hawk, Dervish

Heavy Lance (4/6/4): Grasshopper, Victor, Catapult, Thunderbolt (Eridani variant)

I've always had a rather overactive imagination, this just happens to be the biggest example to date of how big, wild and crazy I can get when an idea pops into my head. It really all depends on whether I run with the idea or not. Clearly I decided to run with this one.

That said the Shadow Hawk was really the only "must have" for the Mech company in my eyes. The Ostscout could probably be taken out, and instead a couple Boomerang Spotter planes could take over as high altitude recon and spotters for the Long Tom artillery in the Fortress dropship, freeing up a space for with a mech with more firepower, something like a Commando, another Super Stinger, or maybe even a knock-off of the Wolf's Dragoons Wasp. Six small lasers isn't anything to sneeze at.

I do like the look of that Cavalry lance you suggested. And the heavy lance seems like it'd be a real bruiser once they got into effective range of the Victor's AC20.

Daryk

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Re: Building a custom Merc unit... But need help.
« Reply #3 on: 24 December 2016, 11:10:50 »
Ideally, a Fire Javelin would replace the Ostscout, though I'm partial to the Dragoon Wasp too.  I once had a Griffin that replaced the LRM-10 with 10 Small Lasers...  >:D

Alan Davion

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Re: Building a custom Merc unit... But need help.
« Reply #4 on: 24 December 2016, 11:15:10 »
Ideally, a Fire Javelin would replace the Ostscout, though I'm partial to the Dragoon Wasp too.  I once had a Griffin that replaced the LRM-10 with 10 Small Lasers...  >:D

OMFG That would be hilarious to see in something like MWO, or the upcoming HBS BT or MW5:M if they allow that level of customization... Though I doubt they will.

GrimNefari

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Re: Building a custom Merc unit... But need help.
« Reply #5 on: 24 December 2016, 15:34:43 »
Using a combined arms approach to a mercenary force as you have suggested, and based on my own experience in all my gaming history(mostly playing in megamek against the bot or just myself even), the following is my suggestion.

Mech company: recon/light striker lance with a fast movement profile. I tend to go pre-Clans (start there anyway) so mechs with a 6/9/6 (jump jets are almost a nessecity I think) and a couple lasers. Maybe an SRM or machine guns to find those crits too.  Lance leader might be a fast medium, or a fast LRM mech for local fire support.

Strike/battle lance, typically hard hitting mediums and heavies. 5/8 is ideal for me but you're going to look at medium and large lasers, ac10 and 20. You want some range weapons but once you get in close you need to be able to punch thru the armor quickly. Also, and again some SRMs and or machine guns for those crits.   Some mechs seem to fall apart quickly (in my experience) but would recommend Phoenix Hawks and other mechs that despite actual numbers are just hard as hell to knock out without concentrated fire. Griffins are good if you can get variants other than the 1N (personal preference) or you can customize the base models.

Heavy and or command lance - your big bruisers and brawlers. Stalkers, battlemasters, victors, Orion's. Those are my faves usually because they can just rip stuff apart. There are others that are potentially just as good but like I said these are the ones I like.

For a reinforced mech company you could add a dedicated fire lance - LRM boats. Catapults, archers and longbows are excellent but you have to be careful that they are either supported for close in or can fire something other than just LRMS because their movement profile will make it hard to keep enemies at even minimum range if they are closing in on you.

For outside of mech formations I also go with an armor company - one lance of fast hovers for recon, a dedicated battle line (and right now I can't think of specific models) and then some sort of either close in or long range firesupport. Additionally, I throw in a lance of mobile long toms (21 years US Army as an artilleryman and I don't feel right without at least having the option) because who doesn't like the idea of four rounds of incoming smashsplat every turn (once you figure out how best to use it).

For infantry I go with a company of mechanized infantry - three squads of rifles or lasers and a squad of machine guns for two platoons, and a third platoon of straight SRMs and machine guns for additional local fire support. Each platoon is assigned to an APC - usually tracked. Lastly, a jump platoon with some karnovs so they can be dropped deep behind enemy lines and cause havoc.

Throw in some aerospace fighters for dropship escort and CAS (still have to figure that out in megamek tho), enough dropships and jump ships to move em all, techs to fix everything and admin people to handle the paperwork, and you should be good to go.

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Deadborder

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Re: Building a custom Merc unit... But need help.
« Reply #6 on: 24 December 2016, 16:52:04 »
My first question is how big do you want the unit to be? That's going to inform a lot of your choices both in terms of numbers and composition. It would be best to nail that down first and then work on the individual 'Mech and vehicle choices.
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Alan Davion

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Re: Building a custom Merc unit... But need help.
« Reply #7 on: 24 December 2016, 17:30:37 »
My first question is how big do you want the unit to be? That's going to inform a lot of your choices both in terms of numbers and composition. It would be best to nail that down first and then work on the individual 'Mech and vehicle choices.

Well I only wanted 1 mech company, since that will be the primary aspect of the RP profile. And that seems to have been handled pretty well by Daryk.

I already figured I'd probably need at least one, if not two battalions worth of vehicles, in order to handle infantry support, extra recon support, general combat duty, and general unit support.

Also have two companies worth of PBI on the Fortress and Seeker dropships that would also carry the two battalions of vehicles and the one mech company.

As far as Aerospace goes, that's where I find myself disappointed. Mostly in that there's really only one fighter carrier dropship that's timeline appropriate, that can enter atmosphere with the rest of the dropships, but it only carries 6 fighters.

I'm looking at you Leopard CV.  >:(

I tried searching Sarna but there's only two fighter carriers that are timeline appropriate. The Leopard CV and the Vengeance. Leopard carries too few, 6, and Vengeance carries way more than I need, 40, and can't enter atmosphere.

The Okinawa is perfect in that it carries only 18 fighters, three squadrons worth, and is a spheroid that can enter atmosphere and land, but it's outside my set timeline of 3005 to 3040, not being produced until 3055.

Deadborder

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Re: Building a custom Merc unit... But need help.
« Reply #8 on: 24 December 2016, 18:54:29 »
Thanks for that.

From what you've said, I'd say one 'Mech company, one armour battalion and some infantry support. A lot of it is down to what you want the primary focus of the unit to be; is it a 'Mech unit with armour support or an armour unit with 'Mech elements? Given that the leader's in the Shad, I'm going to assume the former.

So here's my own ideas based on your suggestions:

Recon Lance
PXH-1D Phoenix Hawk
FS9-H Firestarter
OTT-7J Ostscout
STG-3G Stinger

All of them move a minimum of 6/9/6, which gives them great mobility in all terrain types. They can use their jets to escape trouble or get away through broken or forest terrain. Nobody's going to be lagging behind either. Finally, the only ammo they use is the machine guns on the Firestarter, so simplified logistic chain.

Speaking of, I cannot emphasise how useful a Firestarter is in the Succession wars era. You can use it to scout, to roast infantry en masse, to create cover in the form of smoke and flames, to break up enemy formations, destroy enemy assets and overheat enemy 'Mechs. When everyone has only single heat sinks, eating a trio of three-point heat hits can ruin your day.

Medium Lance

SHD-2H Shadow Hawk
GRF-1N Griffin
WVN-6M Wolverine
DV-6M Dervish

All of them are jump-capable and all share more or less the same movement curve, which gives them a good deal of mobility. Plus the Dervish can rain fire with spotting from the Recon Lance or your infantry.

Heavy Lance

BLR-1G Battlemaster
TDR-5S Thunderbolt
ARC-2R Archer
MAD-3R Marauder

These are your big guns. Not much mobility but lots of armour and firepower. This is when you want to walk up to somebody and just punch them in the face and hard. It's also the one where you could have the most flexibility; you could substitute a Victor or even an Atlas into the lance there for an even bigger hit. The only one I would keep in any configuration is the Archer for the two LRM-20s and again the fire support they offer.
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GrimNefari

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Re: Building a custom Merc unit... But need help.
« Reply #9 on: 24 December 2016, 19:16:41 »
Deadborder that's twice today that we seem to more or less be on the same page... getting kinda creepy mate :D
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Alan Davion

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Re: Building a custom Merc unit... But need help.
« Reply #10 on: 24 December 2016, 20:08:17 »
Thanks for that.

From what you've said, I'd say one 'Mech company, one armour battalion and some infantry support. A lot of it is down to what you want the primary focus of the unit to be; is it a 'Mech unit with armour support or an armour unit with 'Mech elements? Given that the leader's in the Shad, I'm going to assume the former.

So here's my own ideas based on your suggestions:

Recon Lance
PXH-1D Phoenix Hawk
FS9-H Firestarter
OTT-7J Ostscout
STG-3G Stinger

All of them move a minimum of 6/9/6, which gives them great mobility in all terrain types. They can use their jets to escape trouble or get away through broken or forest terrain. Nobody's going to be lagging behind either. Finally, the only ammo they use is the machine guns on the Firestarter, so simplified logistic chain.

Speaking of, I cannot emphasize how useful a Firestarter is in the Succession wars era. You can use it to scout, to roast infantry en masse, to create cover in the form of smoke and flames, to break up enemy formations, destroy enemy assets and overheat enemy 'Mechs. When everyone has only single heat sinks, eating a trio of three-point heat hits can ruin your day.

You bring up an interesting point on the Firestarter, and an alternative over the FS9-M in Daryk's suggested scout lance. I think if I were to use this setup I'd probably drop the Ostscout, and bring in either another 2 medium laser Stinger or the 6 small laser knock off Wolf's Dragoons Wasp. That'd be a lot of lasers whittling down whatever the Firestarter is keeping busy not being able to control their heat.

Quote
Medium Lance

SHD-2H Shadow Hawk
GRF-1N Griffin
WVN-6M Wolverine
DV-6M Dervish

All of them are jump-capable and all share more or less the same movement curve, which gives them a good deal of mobility. Plus the Dervish can rain fire with spotting from the Recon Lance or your infantry.

Really can't go wrong with these four mechs now can you?  8)

Quote
Heavy Lance

BLR-1G Battlemaster
TDR-5S Thunderbolt
ARC-2R Archer
MAD-3R Marauder

These are your big guns. Not much mobility but lots of armour and firepower. This is when you want to walk up to somebody and just punch them in the face and hard. It's also the one where you could have the most flexibility; you could substitute a Victor or even an Atlas into the lance there for an even bigger hit. The only one I would keep in any configuration is the Archer for the two LRM-20s and again the fire support they offer.

Quite the departure from Daryk's proposed battle/heavy lance. But, three PPCs, four if you've got the medium lance adding their firepower, not to mention the LRMs from the SHD, GRF and DV added to those of the TDR and ARC... Yeesh, that's a nasty bit of missile spam. I like it.

Loses the devastating up close punch of that Victor's AC20 from Daryk's suggestion, but all those PPCs and missiles... Coupled with probably some LRM artillery tanks, you could absolutely shell the ever-loving-piss out of pretty much anything short of a full regiment.

Alan Davion

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Re: Building a custom Merc unit... But need help.
« Reply #11 on: 24 December 2016, 21:44:53 »
Alright I tried my hand at assembling the ground vehicle roster, though keep in mind it's rough as all hell so some suggestions on what to add or subtract would be appreciated.

General Support
Boomerang Spotter Plane x2
Swiftwind Scout Car x2
J-27 Ordinance Transport x4
Mobile HQ Truck x1
Coolant Trucks x4
Karnov UR Transport Plane x2
Engineering Vehicle x1
Planetlifter Transport Plane x2
Total: 18

Infantry Support
Wheeled APC x2
MASH Trucks x4
Packrat LRPV x2
Warrior H-7 Attack Helicopters x2
Scorpion Light Tank x2
Goblin Medium Tank x2
Maxim Heavy Hover Transport x1
Total: 16

Combat Unit
Vedette Medium Tank x2
Bulldog Medium Tank x2
Manticore Heavy Tank x4
Rommel Heavy Tank x2
Von Luckner Heavy Tank x2
Total: 12

AA Defense
Partisan Heavy Tank (AC2) x5
Partisan Heavy Tank (AC5) x5
Partisan Heavy Tank (LRM20) x5
Total: 15

Somehow through sheer, absolute, blind and dumb freaking luck when I totaled that all up I got 61 vehicles, which is the number of vehicles I'd be able to fit in the Fortress and Triumph dropships.

Actually I could fit 4 more vehicles upon further checking of the math... Can you tell I've always hated math?  ::)

While on the other hand if I took a Seeker dropship I could take another 19 vehicles for a total of 84.

I think what I've got here is a decent starting point. The only things I didn't add originally were artillery units such as LRM carriers and additional Long Toms. I figure I'd take 3 Long Tom batteries to join the one in the Fortress dropship, and probably at least 5 LRM carriers.

That brings us to 11 more spaces to add to the established units, along with whatever is added or subtracted as required.

Daryk

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Re: Building a custom Merc unit... But need help.
« Reply #12 on: 25 December 2016, 02:07:29 »
As our lighter lances are almost identical, the biggest difference is the mobility of the heavies.  Jump jets are the main advantage of 'mechs over vehicles, which is the primary reason I went for the Catapult over the Archer.  The other reason is that the Catapult has all four lasers facing forward, so it's more useful after it runs out of ammo.  All told, my lance can throw 45 LRMs (two 15s on the Catapult, one 10 on the Eridani Thunderbolt, and one 5 rack on the Grasshopper).  It's got no PPCs, but two Large Lasers to tide you over until you can close and bring the AC/20 and all those Medium Lasers to bear.  This lance would be the hammer against the anvil of your heavy armor company, driving the enemy with the fear of all that short range fire power.

Vehicle-wise, I recommend at least a couple of Demolishers for drop zone security, and a bit more in the way of infantry carriers.  Ferrets also make excellent medevac birds.

Alan Davion

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Re: Building a custom Merc unit... But need help.
« Reply #13 on: 25 December 2016, 10:29:49 »
As our lighter lances are almost identical, the biggest difference is the mobility of the heavies.  Jump jets are the main advantage of 'mechs over vehicles, which is the primary reason I went for the Catapult over the Archer.  The other reason is that the Catapult has all four lasers facing forward, so it's more useful after it runs out of ammo.  All told, my lance can throw 45 LRMs (two 15s on the Catapult, one 10 on the Eridani Thunderbolt, and one 5 rack on the Grasshopper).  It's got no PPCs, but two Large Lasers to tide you over until you can close and bring the AC/20 and all those Medium Lasers to bear.  This lance would be the hammer against the anvil of your heavy armor company, driving the enemy with the fear of all that short range fire power.

Vehicle-wise, I recommend at least a couple of Demolishers for drop zone security, and a bit more in the way of infantry carriers.  Ferrets also make excellent medevac birds.

Don't forget the 35 LRMs from the Command Lance between the Dervish, Griffin and Shadow Hawk, that totals up to 80 LRMs.

The other setup has the Archers two LRM20s, the Thunderbolts LRM15, plus the 35 from the Command lance totals up to 90 LRMs.

Neither are certainly nothing to sneeze at... But let's take a look at the other weapons just for fun.

Your setup with the GHR, VTR, CPT and TDR nets a total of 13 medium lasers, 45 LRMs, 4 SRMs, 2 large lasers and an AC20.

Deadborder's setup with the BLR, TDR, ARC and MAD nets a total of 3 PPCs, 1 large laser, 13-15 medium lasers depending on whether you count the rear facing lasers on the BLR... Or if you swap them forward like the MWO BLR... 55 LRMs, 8 SRMs, 4 machine guns and an AC5.

Including the Command lance with your setup Daryk would net a grand total of 17 medium lasers, 80 LRMs, 16 SRMs, 3 large lasers, an AC5 and an AC20.

Doing the same with Deadborders setup would net a grand total of 4 PPCs, 2 large lasers, 17-19 medium lasers, 90 LRMs, 20 SRMs, 4 machine guns, 2 AC5s.

I hope I've done the math right here.

I'm honestly not sure an extra 4 SRMs comes anywhere close to equaling the up close devastation of the VTRs AC20 in exchange for the longer range firepower of those PPCs.

That aside I've updated the vehicle roster.

Support Unit
Boomerang Spotter Plane x2
Swiftwind Scout Car x2
J-27 Ordinance Transport x4
Mobile HQ Truck x1
Coolant Trucks x4
Karnov UR Transport Plane x2
Engineering Vehicle x1
Planetlifter Transport Plane x2
Total: 18

Infantry Unit
Wheeled APC x3
MASH Trucks x4
Packrat LRPV x3
Warrior H-7 Attack Helicopters x2
Scorpion Light Tank x2
Goblin Medium Tank x2
Maxim Heavy Hover Transport x2
Ferret Light Scout VTOL x2
Galleon Light Tanks x4
Total: 24

Combat Unit
Vedette Medium Tank x3
Bulldog Medium Tank x3
Manticore Heavy Tank x3
Rommel Heavy Tank x3
Von Luckner Heavy Tank x3
Schrek PPC Carrier x1
Ontos Heavy Tank x1
Total: 17

Dropzone Defense Unit
Partisan Heavy Tank (AC2) x4
Partisan Heavy Tank (AC5) x4
Partisan Heavy Tank (LRM20) x4
LRM Carrier x4
Long Tom Mobile Artillery x3
Demolisher Heavy Tank x2
Striker Light Tank x4
Total: 25

A grand total of 84 vehicles between the Seeker and Fortress dropships. Granted I've only put the overall list together, I'd be stumped trying to organize them into actual lances/companies... At least the Infantry and Combat units, seeing as the Support and Dropzone units would very likely remain around the dropzone, therefore not needing to organize into lances/companies, with the possible exception of the Mobile HQ truck, J-27s and Coolant transports during combat operations, staying about halfway between the mech unit and the dropzone.

The Boomerangs and Swiftwinds would of course supplement the recon mech lance.

Dave Talley

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Re: Building a custom Merc unit... But need help.
« Reply #14 on: 25 December 2016, 16:46:18 »
from Sarna
"The number of variants of the Overlord class are too numerous to list. While they were customized extensively prior to the fall of the original Star League, the modifications to remaining units was an obvious necessity, primarily due to the loss of damaged equipment and the inability to repair and replace the same. However, mission-specific modifications are still common. Most notable as an example is the Running Fox, House Davion's flagship, modified to be more luxurious and act as a command post, for when the First Prince is on campaign.[6]
Two other common modifications can sometimes be seen within the Inner Sphere: the first, often referred to as the Overlord-Two, reduces the 'Mech component by 12 and brings in a company of vehicles. The Command-Overlord subtracts only four 'Mechs and adds in the equivalent tonnage for command and control facilities (including added berthing).[7]"


a converted overlord could be used instead of the much rarer fortress and it allows 6 fighters, also you could strip out the second company for more infantry and a few APCs

you can also go with a 4th lance, dedicated scouts carried on the Seeker
Resident Smartass since 1998
“Toe jam in training”

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JA Baker

Alan Davion

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Re: Building a custom Merc unit... But need help.
« Reply #15 on: 25 December 2016, 19:23:58 »
from Sarna
"The number of variants of the Overlord class are too numerous to list. While they were customized extensively prior to the fall of the original Star League, the modifications to remaining units was an obvious necessity, primarily due to the loss of damaged equipment and the inability to repair and replace the same. However, mission-specific modifications are still common. Most notable as an example is the Running Fox, House Davion's flagship, modified to be more luxurious and act as a command post, for when the First Prince is on campaign.[6]
Two other common modifications can sometimes be seen within the Inner Sphere: the first, often referred to as the Overlord-Two, reduces the 'Mech component by 12 and brings in a company of vehicles. The Command-Overlord subtracts only four 'Mechs and adds in the equivalent tonnage for command and control facilities (including added berthing).[7]"


a converted overlord could be used instead of the much rarer fortress and it allows 6 fighters, also you could strip out the second company for more infantry and a few APCs

you can also go with a 4th lance, dedicated scouts carried on the Seeker

It never even occurred to me to think of the Overlord. How silly of me. An Overlord, paired with a Leo CV would give me a total of 12 AS fighters instead of just the 6 on the Leo CV.

And seeing as I'm only bringing one Mech company, using an Overlord 2, the area for the second mech company could be used for additional cargo storage. Ammo, food, water, maybe spare parts and weapons for the mechs, vehicles and fighters.

The question now is, do I think the trade off is worth it? Giving up the Fortress' heavier weapons load, for the Overlord's ability to carry fighters and more cargo.

I suppose if I were to drop one of the tanks, a Von Luckner for instance, I could bring a fourth Long Tom to make up for the absence of the one the Fortress carries.

But here's an interesting conundrum... Do people the treat the Long Tom as 1 vehicle, or the 5 it's described as in the 3025 TRO fluff? If you have to count all 5 of the LT vehicles, that's one hell of a monkey wrench in my calculations... 20 vehicles instead of just 4.

I would imagine most people would classify the LT as just 1 vehicle, but there might be someone out there crazy enough to classify it as 5.

Dave Talley

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Re: Building a custom Merc unit... But need help.
« Reply #16 on: 26 December 2016, 00:06:17 »
as I see it
storage, one heavy vehicle bay, its stil only 100 tons right?
and speaking of arty, try thumpers
using the generic carrier chassis, you can do 2 per vehicle and still have 4 tons ammo

loading/unloading time as if 5 vehicles
takes a while for each to drive out and connect and prepare

(LTs and Fortesses are very rare apparently)
now assuming you have time money and crew, you could go apeshit converting the Overlord
remove the 2-AC20s in the nose and 2 AC5s, build a arty platform for 2 Thumpers,
only usable when grounded of course
or to be a real nasty, take the 2-ac20s, and 2 Ac5s and use 2 LT Cannons, modified for space flight, thats a hell of a AAA platform there :-)
Resident Smartass since 1998
“Toe jam in training”

Because while the other Great Houses of the Star League thought they were playing chess, House Cameron was playing Paradox-Billiards-Vostroyan-Roulette-Fourth Dimensional-Hypercube-Chess-Strip Poker the entire time.
JA Baker

Alan Davion

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Re: Building a custom Merc unit... But need help.
« Reply #17 on: 26 December 2016, 13:00:50 »
as I see it
storage, one heavy vehicle bay, its stil only 100 tons right?
and speaking of arty, try thumpers
using the generic carrier chassis, you can do 2 per vehicle and still have 4 tons ammo

loading/unloading time as if 5 vehicles
takes a while for each to drive out and connect and prepare

(LTs and Fortesses are very rare apparently)
now assuming you have time money and crew, you could go apeshit converting the Overlord
remove the 2-AC20s in the nose and 2 AC5s, build a arty platform for 2 Thumpers,
only usable when grounded of course
or to be a real nasty, take the 2-ac20s, and 2 Ac5s and use 2 LT Cannons, modified for space flight, thats a hell of a AAA platform there :-)

Actually according to the 3025 TRO the MLT weighs in at 65 tons, and if that's the total weight, then each of the 5 individual vehicles actually only weighs 13 tons.

Actually I think I'll drop the MLT artillery, as I don't think they fit well with the sort of Bllitz or Cavalry duty I imagine the unit would perform.

Artillery seems to be something that would be more important for planets that have full time garrisons cause they're high value targets, places like Galtor 3 along the Davion/Draconis border or Tamar and Port Moseby along the Lyran/Draconis border.

So here's the final vehicle roster.

Support Unit
Boomerang Spotter Plane x2
Swiftwind Scout Car x2
J-27 Ordinance Transport x4
Mobile HQ Truck x1
Coolant Trucks x4
Karnov UR Transport Plane x2
Engineering Vehicle x1
Planetlifter Transport Plane x2
Total: 18

Infantry Unit
Wheeled APC x4
MASH Trucks x4
Packrat LRPV x2
Warrior H-7 Attack Helicopters x2
Scorpion Light Tank x2
Goblin Medium Tank x2
Maxim Heavy Hover Transport x2
Ferret Light Scout VTOL x2
Galleon Light Tanks x4
Total: 24

Combat Unit
Vedette Medium Tank x2
Bulldog Medium Tank x4
Manticore Heavy Tank x4
Rommel Heavy Tank x4
Von Luckner Heavy Tank x3
Schrek PPC Carrier x2
Ontos Heavy Tank x1
Total: 20

Dropzone Defense Unit
Partisan Heavy Tank (AC2) x4
Partisan Heavy Tank (AC5) x4
Partisan Heavy Tank (LRM20) x4
LRM Carrier x4
Demolisher Heavy Tank x2
Striker Light Tank x4
Total: 22

Finally, as far as Aerospace elements go, I'm thinking 2 HCT-213 Hellcats, 2 EGL-R6 Eagles, 2 CSR-V12 Corsairs, 2 LCF-R15 Lucifers, 2 CHP-W5 Chippewas and 2 STU-K5 Stukas.

I'm thinking the Hellcats, Eagles and Corsair's, all of which have a 6/9 movement, would be stationed on the Leopard CV, and the Lucifers, Chippewas and Stukas, all of which have a 5/8 movement, on the Overlord.

All that's left is the infantry, which isn't too hard. One rifle platoon, one laser rifle platoon, one SRM platoon, all of which would have a few men running support weapons like machine guns, and probably one commando platoon who'd be running a lighter weapons load of auto-pistols, needlers or laser pistols for sidearms, and submachine guns as their main weapons.

Iron Grenadier

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Re: Building a custom Merc unit... But need help.
« Reply #18 on: 26 December 2016, 13:28:04 »
I could be wrong, but I believe concerning fluff, you have enough coolant trucks for two battlemech battalions - I believe the fluff standard is a total of six coolant trucks per regiment, with two per battalion. My suggestion would be to replace at least two with some battlemech recovery vehicles.

Likewise I might drop two of the MASH vehicles for a couple more Packrat's.

Alan Davion

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Re: Building a custom Merc unit... But need help.
« Reply #19 on: 26 December 2016, 14:08:44 »
I could be wrong, but I believe concerning fluff, you have enough coolant trucks for two battlemech battalions - I believe the fluff standard is a total of six coolant trucks per regiment, with two per battalion. My suggestion would be to replace at least two with some battlemech recovery vehicles.

Likewise I might drop two of the MASH vehicles for a couple more Packrat's.

Actually I have just enough for the one Company.

Quote
From Sarna: The Lifesaver has five receptacles for the long rubber/plastic hoses used for attachment to overheating 'Mechs, the first four dispense liquid nitrogen while the fifth contains liquid oxygen. Light and Medium Mechs have hookup points for just one hose, but Heavy and Assault 'Mechs require two for cooling.

One truck for the Light/Recon lance, one for the Medium/Command lance, and two for the Heavy/Assault/Combat lance.

I figured the one Engineering Vehicle would handle recovery/salvage ops, but perhaps you're right in that I need a few dedicated recovery vehicles.

EDIT: So dipping into Sarna, I figure I'd probably need at least 2 BRVs (Battlemech Recovery Vehicle), a couple JI-50s and JI-100 repair units, maybe a couple O-66 HMRVs, and maybe a couple Prometheus CSBs... So that's a minimum of 6 more vehicles, up to a maximum of 10 or 12.

Seeing as I dropped the MLTs, I could do without quite as many Base defense units, by dropping 2 of each of the Partisan tank variants, freeing up 6 slots for the recovery and repair vehicles.
« Last Edit: 26 December 2016, 14:32:00 by Alan Davion »

Iron Grenadier

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Re: Building a custom Merc unit... But need help.
« Reply #20 on: 26 December 2016, 22:34:28 »
Regarding the coolant truck, the original 3025 TRO has 6 coolant trucks per regiment. It's also re-printed in Sarna.

Quote
Standard Great House combat doctrine is for well-maintained regiment to have about six trucks, ensuring that an overheating 'Mech will almost always have access to a ready cooler

If you are looking for a combat engineer and salvage vehicle, try the Buffel -
http://www.sarna.net/wiki/B%C3%BCffel_VII


Alan Davion

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Re: Building a custom Merc unit... But need help.
« Reply #21 on: 26 December 2016, 23:17:38 »
Regarding the coolant truck, the original 3025 TRO has 6 coolant trucks per regiment. It's also re-printed in Sarna.

If you are looking for a combat engineer and salvage vehicle, try the Buffel -
http://www.sarna.net/wiki/B%C3%BCffel_VII

Hmm, I suppose you're right. Perhaps I was being overly generous. I'll drop a couple coolant trucks and add in a couple of those Buffalo's.

Dave Talley

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Re: Building a custom Merc unit... But need help.
« Reply #22 on: 27 December 2016, 00:55:21 »
it appears this is a great garrison unit
great in defense, can airdrop units and supplies all over
good PR via free clinics at the MASH
could also be useful as a construction/emergency aid unit
Resident Smartass since 1998
“Toe jam in training”

Because while the other Great Houses of the Star League thought they were playing chess, House Cameron was playing Paradox-Billiards-Vostroyan-Roulette-Fourth Dimensional-Hypercube-Chess-Strip Poker the entire time.
JA Baker

Iron Grenadier

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Re: Building a custom Merc unit... But need help.
« Reply #23 on: 27 December 2016, 06:47:22 »
it appears this is a great garrison unit
great in defense, can airdrop units and supplies all over
good PR via free clinics at the MASH
could also be useful as a construction/emergency aid unit

I was thinking with everything he has, the backstory to this unit might be the remnants of a larger shattered command - one that lost a lot of its battlemechs but still has strong supporting assets. These ideas as a garrison unit is pretty good as they rebuild.


Hey Alan Davion one other thing I just noticed - if you are starting in 3005, that's before the Rommel tank was built. More Von Luckners, Manticores or maybe a Demolisher or two to replace them? Don't think you can really go wrong with any of those.

Alan Davion

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Re: Building a custom Merc unit... But need help.
« Reply #24 on: 27 December 2016, 08:11:37 »
it appears this is a great garrison unit
great in defense, can airdrop units and supplies all over
good PR via free clinics at the MASH
could also be useful as a construction/emergency aid unit

I was thinking with everything he has, the backstory to this unit might be the remnants of a larger shattered command - one that lost a lot of its battlemechs but still has strong supporting assets. These ideas as a garrison unit is pretty good as they rebuild.


Hey Alan Davion one other thing I just noticed - if you are starting in 3005, that's before the Rommel tank was built. More Von Luckners, Manticores or maybe a Demolisher or two to replace them? Don't think you can really go wrong with any of those.

The now mercenary unit being the remains of a larger house unit had been my thought as well, garrisoned on some world along either the Davion/Kurita/Capellan borders, or the Steiner/Kurita Border sometime during the last twenty years of the 3rd Succession War. Probably the remains of an AFFS RCT, smashed against the Kuritans to the point of something like 90% losses.

12 mechs down from 108-180, 84 vehicles down from 324-540, 144 infantry down from something like 900 to 3000 or 1500 to 5000, and 12 Aerospace fighters down from about 40-60 fighters.

That's a lot of lost people and equipment.

I hadn't yet decided exactly what year I'd start them out in, just a general range from 3005 to 3040.

Iron Grenadier

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Re: Building a custom Merc unit... But need help.
« Reply #25 on: 27 December 2016, 09:00:13 »
Sounds good. Given your ideas on paint scheme of gold/red trim on black, perhaps a former Robinson Chevaliers unit? Might be something of a stretch to have them lasting until 3005 but still doable.
http://www.sarna.net/wiki/Robinson_Chevaliers

Skye Rangers might be another option - but I think they might reverse the colors using red with black highlights.

Alan Davion

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Re: Building a custom Merc unit... But need help.
« Reply #26 on: 27 December 2016, 09:26:22 »
Sounds good. Given your ideas on paint scheme of gold/red trim on black, perhaps a former Robinson Chevaliers unit? Might be something of a stretch to have them lasting until 3005 but still doable.
http://www.sarna.net/wiki/Robinson_Chevaliers

Skye Rangers might be another option - but I think they might reverse the colors using red with black highlights.

Hmm, checking on Camo Specs, only units I could find that really come close are the 1st Kathil Uhlans, 1st Kestrel Grenadiers, 3rd FedCom RCT or the Tikinov Republican Guards.

The Robinson or Skye units on Camo specs really didn't seem to fit my idea.

It's times like this I wish I had access to everything in MWO as far as camo patterns and colors. For some reason I really think the camo that came with the Phoenix Mechs would work very well.



Just more black overall, with the red and gold in different spots. Something like gold on the knee stripes, the rings around the forearms and on the head, and then red on the hips and chest for example.

Iron Grenadier

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Re: Building a custom Merc unit... But need help.
« Reply #27 on: 27 December 2016, 16:28:58 »
Pretty sure the Robinson Chevaliers aren't on Camo Specs. They are a relatively new unit in the grand scheme of things, but don't currently exist as an active command within the Federated Suns. Not sure if there would be a picture of them or not in Field Report 2765: AFFS as I don't have that to check. Just going off their description from Sarna.

DOC_Agren

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Re: Building a custom Merc unit... But need help.
« Reply #28 on: 30 December 2016, 14:10:28 »
Interesting unit
I like the heavy areospace assets, but you have nothing to catch up to speedy units, maybe swap in 2 Sabres for speed and or recon use

Also are you limited to just canon designs?
"For the Angel of Death spread his wings on the blast, And breathed in the face of the foe as he passed:And the eyes of the sleepers waxed deadly and chill, And their hearts but once heaved, and for ever grew still!"

Alan Davion

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Re: Building a custom Merc unit... But need help.
« Reply #29 on: 30 December 2016, 15:34:27 »
Interesting unit
I like the heavy areospace assets, but you have nothing to catch up to speedy units, maybe swap in 2 Sabres for speed and or recon use

Also are you limited to just canon designs?

I hadn't considered the Sabre as far as recon goes as I had the Boomerang spotters, and they can out run all but the Light class Aerospace fighters.

But I do suppose that, due to the Boomers being unarmed, a couple light AS fighters would make sense for cover.

A couple Seydiltz's, probably the Z2 armed with 5 medium lasers, or a couple Sparrowhawks might work.

That said, generally speaking, while I prefer canon designs/units, I'm not "strictly" against non-canon designs/units. They just have a harder time catching my interest.

EDIT: Hmm, on second thought, forget the Seydiltz, a little too lightly armored for my taste. Looks like the SPR-H5 Sparrowhawk wins the billet.

A little slower than the Sabre, but better armored.

So I've dropped the LCF-R15 Lucifers in favor of the Sparrowhawks.
« Last Edit: 31 December 2016, 11:08:37 by Alan Davion »

Alan Davion

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Re: Building a custom Merc unit... But need help.
« Reply #30 on: 01 January 2017, 00:29:05 »
Okay here's a thought I just had recently.

What would be a good source to use for things like figuring out maintenance and general operational costs for a unit like this?

I'm looking at the five Merc source books on DrivThruRPG, and I think they have what I need, but I don't want to have to buy them all to try and find what I need.

I'll buy them all if I have to, but I'd prefer to buy just one or two as I'm severely limited on cash currently.

truetanker

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Re: Building a custom Merc unit... But need help.
« Reply #31 on: 01 January 2017, 01:09:33 »
Lemme sleep on your request for tank support... I can show you combos that make people think otherwise.

 }:) >:D O:-)

I work best within limits, so what type of dropper your unit uses?

I heard some... but what type are you using?

TT
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That is, if true tanker doesn't beat me to it. He makes truly evil units.Col.Hengist on 31 May 2013
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Alan Davion

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Re: Building a custom Merc unit... But need help.
« Reply #32 on: 01 January 2017, 02:19:43 »
Lemme sleep on your request for tank support... I can show you combos that make people think otherwise.

 }:) >:D O:-)

I work best within limits, so what type of dropper your unit uses?

I heard some... but what type are you using?

TT

Well lets see what specific limits we have to work with.

Unlike Battlemechs that are divided into 4 categories by weight, it seems ground vehicles only have 2.

Anything that weighs less than 50 tons is considered light, and anything that weighs more than 50 is considered heavy.

According to my latest numbers, I have 40 "light" vehicles, and 43 "heavy" vehicles. For a total of 83. Though it seems I lost a vehicle somewhere while I was dividing between light and heavy. I'll find out where I lost it.

Anyway, for dropships I have a Seeker, capable of carrying 40-48 light vehicles, and 24 heavy vehicles, and an Overlord II capable of carrying another 12-24 vehicles as I've only got 12 Battlemechs to worry about.

So, given I have exactly 40 light vehicles, the Seeker could probably carry a few more heavies. About 30 I'd say. Leaving the Overlord free to carry whatever is left. Something like 14 vehicles.

Keep in mind the unit is set between 3005 and 3040, so they're using 3025 TRO stats, or the "obsolete" stats found in the 3057 TRO.

EDIT: Well after checking the math again... I seem to have quite a pickle here. Adding on one side I seem to have 1 more vehicle than I should, and on the other side I seem to have lost 1 vehicle.

I'll have to redo my vehicles list to try and straighten this up.
« Last Edit: 01 January 2017, 02:33:50 by Alan Davion »

Iron Grenadier

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Re: Building a custom Merc unit... But need help.
« Reply #33 on: 01 January 2017, 10:20:25 »
Okay here's a thought I just had recently.

What would be a good source to use for things like figuring out maintenance and general operational costs for a unit like this?

I'm looking at the five Merc source books on DrivThruRPG, and I think they have what I need, but I don't want to have to buy them all to try and find what I need.

I'll buy them all if I have to, but I'd prefer to buy just one or two as I'm severely limited on cash currently.


Well those each have two different methods of creating/running a merc unit, so you really only need one or the other.
http://www.drivethrurpg.com/product/1885/BattleTech-Field-Manual-Mercenaries-Revised?cPath=4328_4541&it=1

http://www.drivethrurpg.com/product/3314/BattleTech-Mercenaries-Supplemental?cPath=4328_4541&it=1

Personally I would buy the first one listed, as you get a lot more base information regarding mercs in general with it.


I don't have the book, so can't comment on how it works, but this apparently has rules for running a unit -
http://www.drivethrurpg.com/product/186964/BattleTech-Campaign-Operations?cPath=4328_4541


Iron Grenadier

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Re: Building a custom Merc unit... But need help.
« Reply #34 on: 01 January 2017, 10:36:50 »

Anyway, for dropships I have a Seeker, capable of carrying 40-48 light vehicles, and 24 heavy vehicles, and an Overlord II capable of carrying another 12-24 vehicles as I've only got 12 Battlemechs to worry about.



I'm not sure there's a Seeker variant out there that can handle 24 heavy vehicles AND another 40-48 light vehicles - that's way more in just vehicle bays than the Seeker's total weight!

The Overlord could be further re-designed to carry quite a bit though. Heck just go with two Overlords and you should be able to carry everything you need and have room to spare.

2ndAcr

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Re: Building a custom Merc unit... But need help.
« Reply #35 on: 01 January 2017, 13:23:48 »
 MekHQ is exactly what you are looking for. It will do everything your wanting.

Alan Davion

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Re: Building a custom Merc unit... But need help.
« Reply #36 on: 01 January 2017, 14:49:00 »

I'm not sure there's a Seeker variant out there that can handle 24 heavy vehicles AND another 40-48 light vehicles - that's way more in just vehicle bays than the Seeker's total weight!

The Overlord could be further re-designed to carry quite a bit though. Heck just go with two Overlords and you should be able to carry everything you need and have room to spare.

Hmm, you're right about that. I was just reading my newly purchased Mercenaries Field Manual, which has a handy dropship load chart.

It lists the Seeker as having a Mech variant, holding 48L/24L, L meaning Light Vehicles, 4 mechs and 4 infantry platoons. It also lists a vehicle variant, capable of holding 64L/36L, zero mechs, and still carrying 4 infantry platoons.

I was going off the stats in the 3025/3057 TROs which gave the Seeker 40-48 light vehicles in bay 1, 24 vehicles "or" 4 mechs in bay 2, and 4 infantry platoons in bay 3. I managed to miss the "Notes" section that says the Seeker can carry 64 vehicles, or 48 vehicles and 4 mechs... And now the vehicle chart in the Mercs book makes a little more sense.

The mercs book lists the Seeker mech variant as holding 4 mechs, 0 aerospace, 48L/24L vehicles, 4/9 infantry platoons, 1,350/48 tons of cargo, costing 105k per mission.

The mercs book lists the Seeker vehicle variant as holding 0 mechs, 0 aerospace, 64L/36L vehicles, 4/9 infantry platoons, 1,350/48 tons of cargo, and costing 105k per mission.

I think that's probably where the problem arose. The 3025/3057 TROs don't specify the space for 24 vehicles in bay 2 as light or heavy. Whereas this new mercs book uses a split system. You can carry more vehicles and cargo, and just a small infantry section, or fewer vehicles and cargo and more infantry.

Are you sure an Overlord could be built to accommodate that many vehicles? The description of the Overlord-2 in the 3057 TRO says it takes space normally reserved for 24 mechs in order to have space for only 9-15 vehicles... Also doesn't specify whether they are light or heavy vehicles. That's not a very good trade off I think

I've got a total of 84 vehicles. 40 light and 44 heavy. I don't think an Overlord would be capable of holding enough vehicles.

So right now it seems I have two options.

One, I could take an Excalibur class dropship which would probably be able to carry the entire vehicle complement of 84 light and heavy vehicles I have, as the Excalibur is listed as carrying 90 "Heavy" vehicles, so carrying lighter vehicles should be easy. This would let me drop the Seeker in favor of a second Leopard CV to carry the fighters I have.

Or Two, I would have to add a 4th dropship in order to transport the Heavy vehicles, which would likely be a Triumph class that carries 45 heavy vehicles, another 8 light vehicles and another 4 infantry platoons. And naturally this would also necessitate a larger class of jumpship, going from an Invader class, which can only carry a total of 3 dropships, to a Star Lord class which can carry a total of 6 dropships.

Option One is probably the cheaper option, but I'm really, really not thrilled with the Excalibur's extremely light armament. It would probably be better suited to a fully operational house unit like an RCT where it has ample aerospace protection.

Option Two gives me the required amount of transportation for all the stuff I have, plus room to expand in the future. Not that I plan to expand the unit any time soon. This is enough of a daunting project already. Future expansions probably depend on how much interest I manage to stir up.

So it looks like I'll be going with Option Two.

Alan Davion

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Re: Building a custom Merc unit... But need help.
« Reply #37 on: 01 January 2017, 14:56:03 »
MekHQ is exactly what you are looking for. It will do everything your wanting.

I will download that and start experimenting.

Iron Grenadier

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Re: Building a custom Merc unit... But need help.
« Reply #38 on: 01 January 2017, 16:11:24 »

Are you sure an Overlord could be built to accommodate that many vehicles? The description of the Overlord-2 in the 3057 TRO says it takes space normally reserved for 24 mechs in order to have space for only 9-15 vehicles... Also doesn't specify whether they are light or heavy vehicles. That's not a very good trade off I think

I've got a total of 84 vehicles. 40 light and 44 heavy. I don't think an Overlord would be capable of holding enough vehicles.


Well I no longer have 3057 TRO, so I can't comment on what that variant carries. We know there are numerous variations of the basic Overlord though. Working the math in my head there should be room for 12 Mechs, 24 light vehicles, 24 heavy vehicles and the 6 aerospace fighters. Could reduce vehicles to add some infantry if desired.


Dave Talley

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Re: Building a custom Merc unit... But need help.
« Reply #39 on: 01 January 2017, 16:43:59 »
MekHQ is exactly what you are looking for. It will do everything your wanting.

most likely all he needs, probabl would still be better off ordering FM Metcs Revised to know why each thing calculates out the way it does

on option 2, go ahead, but I would use the sub option of carrying 4 more mechs on the Seeker, this would allow for better recon or to strike 2 targets at the same time
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Alan Davion

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Re: Building a custom Merc unit... But need help.
« Reply #40 on: 01 January 2017, 17:18:10 »
Well I no longer have 3057 TRO, so I can't comment on what that variant carries. We know there are numerous variations of the basic Overlord though. Working the math in my head there should be room for 12 Mechs, 24 light vehicles, 24 heavy vehicles and the 6 aerospace fighters. Could reduce vehicles to add some infantry if desired.

I have the physical copy somewhere, although it's in pretty rough shape... I had to repair the outer binding with duct tape a number of years ago... But I have the pdf version easily accessible on my laptop here... Although that one has a unique problem as well. The image page for the Clan Potemkin troop transport Warship is apparently corrupted.

Anyway, according to the Overlord entry, the normal version carries 36 mechs, one full battalion, across 6 decks. So that's one mech company per two decks.

The Overlord 2, it says, replaces the lower 2 mech decks with vehicle bays, so that's actually a straight trade it seems. So with an Overlord only requiring 2 Mech decks for one company, it could fit maybe 18-30 vehicles, depending on how many vehicles you put into a lance/company structure.

Is there a specific organizational scheme for vehicles when it comes to lances/companies/etc? I know mechs come in 4s, AeroSpace fighters in 2s, but as near as I can find there's nothing as far as vehicles are concerned. Best I can figure you can probably organize vehicles in groups of 3s, 4s or 5s depending on personal preference.

most likely all he needs, probabl would still be better off ordering FM Metcs Revised to know why each thing calculates out the way it does

on option 2, go ahead, but I would use the sub option of carrying 4 more mechs on the Seeker, this would allow for better recon or to strike 2 targets at the same time

I have the Field Manual: Mercenaries - Revised already, that's what helped me figure out the problem I had with the dropships earlier.

That said, I think adding in another lance, like a Fire Support lance would be a good idea, maybe move the Catapult into the FS lance, along with mechs like the Crusader, Rifleman, Trebuchet and Archer, while putting something like an Orion, Hunchback or Centurion into the Combat Lance.

Iron Grenadier

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Re: Building a custom Merc unit... But need help.
« Reply #41 on: 01 January 2017, 18:05:41 »


Anyway, according to the Overlord entry, the normal version carries 36 mechs, one full battalion, across 6 decks. So that's one mech company per two decks.

The Overlord 2, it says, replaces the lower 2 mech decks with vehicle bays, so that's actually a straight trade it seems. So with an Overlord only requiring 2 Mech decks for one company, it could fit maybe 18-30 vehicles, depending on how many vehicles you put into a lance/company structure.

Is there a specific organizational scheme for vehicles when it comes to lances/companies/etc? I know mechs come in 4s, AeroSpace fighters in 2s, but as near as I can find there's nothing as far as vehicles are concerned. Best I can figure you can probably organize vehicles in groups of 3s, 4s or 5s depending on personal preference.


Aerospace design isn't my strong suite, but pretty sure decks have no bearing. It's pretty much what's in each "bay" that counts. Take a look at this custom design here for example -
http://bg.battletech.com/forums/index.php?topic=29073.0

Standard vehicle organization is the same as mechs generally, though there are exceptions for different factions.

Alan Davion

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Re: Building a custom Merc unit... But need help.
« Reply #42 on: 01 January 2017, 20:16:47 »
Aerospace design isn't my strong suite, but pretty sure decks have no bearing. It's pretty much what's in each "bay" that counts. Take a look at this custom design here for example -
http://bg.battletech.com/forums/index.php?topic=29073.0

Standard vehicle organization is the same as mechs generally, though there are exceptions for different factions.

Heh, you just reminded me of something that happened to me shortly before or after I graduated High School. One of the colleges in my state sent me a letter of greeting, offering me a chance to tour their campus and even a suggested major for me.

The major was Aerospace Engineering believe it or not.  8)

I was a huge navy fighter enthusiast back before I graduated High School, with plans to try and join up after graduation. Problem is my Chron's Disease disqualifies me from service.

But the fact this college sent me a suggested major that accurate was amazing. Still is amazing to this day.

Dave Talley

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Re: Building a custom Merc unit... But need help.
« Reply #43 on: 01 January 2017, 22:49:15 »
Aerospace design isn't my strong suite, but pretty sure decks have no bearing. It's pretty much what's in each "bay" that counts. Take a look at this custom design here for example -
http://bg.battletech.com/forums/index.php?topic=29073.0

Standard vehicle organization is the same as mechs generally, though there are exceptions for different factions.

LO!

I did those, and they got me thinking about a custom unit of my own

http://bg.battletech.com/forums/index.php/topic,3146.msg71949.html#msg71949
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Alan Davion

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Re: Building a custom Merc unit... But need help.
« Reply #44 on: 02 January 2017, 22:49:51 »
Alright, so I've gone the 4 dropship route, adding in a Triumph class which gives me one more heavy vehicle, eight more light vehicles and four more infantry platoons. As well as the requisite upgrade from an Invader class jumpship to a Star Lord class.

I've got room for four more mechs on the Seeker, which I've setup as a Fire Support lance. I moved the Catapult from the Combat/Heavy Lance, replacing it with an ENF-4R Enforcer. Another heavy autocannon is never a bad thing, right?

I've added a CRD-3D Crusader and an ARC-2R Archer to the Fire Support lance as well, but I'm having trouble picking a 4th mech, which would help decide which of the four mechs is going to be the lance leader. The other lances it was easy to choose what the lance leader is. This one not so much.

I could also use a little help using that MekHQ program. I've got a basic grasp of things, but I'm wondering how one divides up and/or the units into lances and what not once you've purchased said units. I see a column for "Assigned To", but I have yet to figure out how that works.

On that note, what does the color coding of a unit stand for? For instance, when I bought infantry units, the were color coded in red under the Hangar tab.

Daryk

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Re: Building a custom Merc unit... But need help.
« Reply #45 on: 03 January 2017, 02:13:25 »
With the Archer, Crusader and Catapult, you've pretty much covered the heavy 'mechs with paired LRM launchers.  Perhaps a Trebuchet, with the lance leader in the Archer?  If not a Treb, perhaps the LRM variant of the Hunchback?  As far as putting them on the Seeker, I think a recon lance would fit better with the Seeker's scout role.

Sorry I can't help with the MekHQ question...

Sharpnel

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Re: Building a custom Merc unit... But need help.
« Reply #46 on: 03 January 2017, 08:30:22 »
With the Archer, Crusader and Catapult, you've pretty much covered the heavy 'mechs with paired LRM launchers.  Perhaps a Trebuchet, with the lance leader in the Archer?  If not a Treb, perhaps the LRM variant of the Hunchback?  As far as putting them on the Seeker, I think a recon lance would fit better with the Seeker's scout role.

Sorry I can't help with the MekHQ question...
I'd want a bodyguard for those missile throwers. A 4/6/4 or 5/8 mover would be good.
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Alan Davion

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Re: Building a custom Merc unit... But need help.
« Reply #47 on: 03 January 2017, 11:18:56 »
With the Archer, Crusader and Catapult, you've pretty much covered the heavy 'mechs with paired LRM launchers.  Perhaps a Trebuchet, with the lance leader in the Archer?  If not a Treb, perhaps the LRM variant of the Hunchback?  As far as putting them on the Seeker, I think a recon lance would fit better with the Seeker's scout role.

Sorry I can't help with the MekHQ question...

You're probably right about the Recon lance being better suited to the Seeker's loadout.

I'd want a bodyguard for those missile throwers. A 4/6/4 or 5/8 mover would be good.

I just got to thinking, I've got one captured mech in the unit already, the Wolverine 6M, so why not add another?

The fourth mech, and leader of the Fire Lance will be a DRG-1N Dragon. That way it can function as both a bodyguard using the AC10 and Medium Lasers, and as a fire support mech using its LRM10 as well.

Iron Grenadier

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Re: Building a custom Merc unit... But need help.
« Reply #48 on: 03 January 2017, 19:47:32 »
The Dragon has a AC/5.

A Centurion has a AC/10 and a LRM10 though.

Alan Davion

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Re: Building a custom Merc unit... But need help.
« Reply #49 on: 03 January 2017, 20:41:54 »
The Dragon has a AC/5.

A Centurion has a AC/10 and a LRM10 though.

*smacks head*

Doh. I must have still been only half awake when I wrote that. Thanks for catching that.

2ndAcr

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Re: Building a custom Merc unit... But need help.
« Reply #50 on: 03 January 2017, 23:33:45 »
 MekHq, on main screen, find the TOE tab, that is the default view you see as you start MekHQ.
 The box named "My Campaign", left click it to select it, then right click it, you will see rename, can add unit history, ADD new force is what you want, click that, it will create a new unit box. The first box is your highest level, create a new force, name it say Regimental HQ Company, Then create 3 new forces there, open them up, rename to say Command Lance, Security Lance and Medical Lance.

 As you assign pilots to mechs, vehicles etc, select a Lance box, then right click it, you will see ADD unit, a list of avail units will appear and you just add away. I use 4 mechs to a lance, 12 to a company and 40 to a BN. Armor can be 4-6 to a Lance with 12-16 to company, Infantry I assign 4 Plts to the company. So a Infantry BN will have 4 forces under it, each withe a company of 4 Plts in it. That way the Company will deploy as one into a battle.

 So my first box will say Mitchell's Armored lancers, next Force might say Mech Battalion, then I create say 4 Forces under that, a command lance, and 3 companies, inside each company will be 3 forces for lances. Repeat as needed for units. I usually create force near end of my TOE that says Orbital Assets, here I assign my Jumpships and Dropships and sometimes all or part of my Aerospace assets.

 There are a bunch of Youtube tutorials on using MekHQ IIRC. I learned thru experimenting. Feel free to ask and if I can I will assist.

 Vehicles, and such need a crew. Red means no crew. Select unit, right click, you will see Hire full Complement. Click that and it will auto hire and fill every slot needed. So for a Manticore, it will hire a driver, and 3-4 gunners (cant remember off top of my head exact count). Now that vehicle is avail to assign to a lance/plt. Every Inf Plt will need 21-28 individual soldiers to fill it up. You can left click then right click each "soldier" and give rank, and if you click the GM mode upper right, can even edit and modify each and every person in your command. They can be married, have kids and everything.

 I usually start off as say a company, 1 garrison contract later, I might be 2 companies strong with several kids if dice rolls play right. So you can actually "grow" your unit from within after 20+ years. MekHQ is a great program.
« Last Edit: 03 January 2017, 23:41:10 by 2ndAcr »

2ndAcr

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Re: Building a custom Merc unit... But need help.
« Reply #51 on: 03 January 2017, 23:49:08 »
 Unless you want to hire each and every person in your unit, you can then select and assign each person to a vacant slot in a vehicle, jumpship, inf plt etc. And the size of your unit, that is going to take a long while to do as you learn.

 In my current unit, I have 1 Mech Bn, 1 Armor BN, 2 INf BN, and a Training BN which has a Mech co, Armor Co, Infantry co in it. All my uber green personnel go into training units. No one goes into a line unit with less than Reg experience if I can help it. 12 mechwarriors, 12 vehicle drivers, and usually 36 or so gunners, up to 112 infantry troops in training at all times. I also have most of my personnel have secondary skills, Mechwarriors are also Astech trained, Vehicle personnel are Astechs, Infantry mainly Astechs with a bunch trained as medics.

DOC_Agren

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Re: Building a custom Merc unit... But need help.
« Reply #52 on: 04 January 2017, 14:56:05 »
I hadn't considered the Sabre as far as recon goes as I had the Boomerang spotters, and they can out run all but the Light class Aerospace fighters.

But I do suppose that, due to the Boomers being unarmed, a couple light AS fighters would make sense for cover.

A couple Seydiltz's, probably the Z2 armed with 5 medium lasers, or a couple Sparrowhawks might work.

That said, generally speaking, while I prefer canon designs/units, I'm not "strictly" against non-canon designs/units. They just have a harder time catching my interest.

EDIT: Hmm, on second thought, forget the Seydiltz, a little too lightly armored for my taste. Looks like the SPR-H5 Sparrowhawk wins the billet.

A little slower than the Sabre, but better armored.

So I've dropped the LCF-R15 Lucifers in favor of the Sparrowhawks.

Well unless you plan on the Sparrowhawks getting to mix it up, in which case the lack of speedy fellow aerospace support will hurt you.  The idea with the Sabre is anything it can't kill it can run from.

Also on the Customs, For Mech and Areospace "besides" tweaks to canon designs I don't do much.  But where I find custom design come into the value is in Vehicles, having a "family" of designs that share majority parts is a godsend for not just crews but for supply and repair as well.
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Alan Davion

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Re: Building a custom Merc unit... But need help.
« Reply #53 on: 04 January 2017, 17:08:10 »
Well unless you plan on the Sparrowhawks getting to mix it up, in which case the lack of speedy fellow aerospace support will hurt you.  The idea with the Sabre is anything it can't kill it can run from.

Also on the Customs, For Mech and Areospace "besides" tweaks to canon designs I don't do much.  But where I find custom design come into the value is in Vehicles, having a "family" of designs that share majority parts is a godsend for not just crews but for supply and repair as well.

Hmm, after taking down all the stats for the AS fighters I'd chosen, I just realized the Chippewa has the armor protection of a fighter 60 tons lighter, i.e. the Sparrowhawks. For all the firepower they pack they sure can't take much in return.

Thinking I should drop those Chips now.

With that done it frees up room for the Sabres, they can work in tandem with the Sparrowhawks for Recon, and for covering the tails of the Sparrowhawks if they get something on their tails they can't outrun.

Also reorganized my AS fighters by tonnage on the dropships. The Sabres, Corsairs and Eagles on the Leopard CV and the Sparrowhawks, Hellcats and Stukas on the Overlord.

At this point the only thing really left to figure out is the units name.

truetanker

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Re: Building a custom Merc unit... But need help.
« Reply #54 on: 05 January 2017, 19:42:29 »
I'm going to let you play with my personal custom Infantry unit.

Guppy Platoon:
3x 10-Man Squads per platoon.

Each Squad: 1-ton, 1 MP, 5.35 Damage ( 5 ) with another 2.28 Damage ( 2 ) @ 2 range ( 1-6 hexes ), ability to Medical 10 troopers.

9x Bayonet @ .02
9x Auto-Rifle @ .52
1x Light Machine Gun @ .49
4x One-Shot Rocket Launcher ( LAW ) @ .57
1x Medic

Platoon does 16.05 < 16 > Damage @ range 1, another 6.85 < 7 >Damage with (OS) LAW @ range 2. Shot or Move until LAWs are used, then standard. 3 tons, 1 MP.

My Jumpy Guppy Platoon is same, but only 20 Troopers.

Platoon does 10.7 < 11 > Damage and 4.56 < 5 > Damage with (OS) LAW. 4 tons, 3 MP.

TT
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Alan Davion

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Re: Building a custom Merc unit... But need help.
« Reply #55 on: 10 January 2017, 18:04:26 »
So today just for shits and giggles I decided to go over to Iron Wind Metals and take my merc unit list, do some window shopping and see just how much this would cost me if I were to ever actually get to play the table game.

With the exception of, maybe a dozen-ish units which they didn't have, either at all or in the wrong scale, the Hellcat AeroSpace fighters for example, only got them in micro scale for the Aerospace/Dropship/Jumpship/Warship game.

Also didn't include the infantry because that would just be a complete pain to figure out how many pieces I'd need to buy.

The mechs and vehicles everything is easy with either single or double packs.

Also threw in the mech-scale Overlord dropship just for the hell of it.  ;D

Grand total, which is probably before taxes and S&H, came out to $1,169.70

truetanker

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Re: Building a custom Merc unit... But need help.
« Reply #56 on: 15 January 2017, 22:20:31 »
I got a Lazer Guppy and a Lazer Jumpy Guppy as well.

9x .02 Bayonet
8x .28
1x .79 Heavy Flamer
4x .57 LAW
1x Medic

3.21 damage and 2.28 from LAW

Platoon is 9.63 ( 10 ) and 6.84 ( 7 ).
Jumpy is 6.42 ( 6 ) and 4.56( 5 ).

As usual, -1 MP for Jump and Move or Shoot until LAW are fired off.

TT
« Last Edit: 15 January 2017, 22:24:45 by truetanker »
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That is, if true tanker doesn't beat me to it. He makes truly evil units.Col.Hengist on 31 May 2013
TT, we know you are the master of nasty  O0 ~ Fletch on 22 June 2013
If I'm attacking you, conventional wisom says to bring 3x your force.  I want extra insurance, so I'll bring 4 for every 1 of what you have :D ~ Tai Dai Cultist on 21 April 2016
Me: Would you rather fight my Epithymía Thanátou from the Whispers of Blake?
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DOC_Agren

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Re: Building a custom Merc unit... But need help.
« Reply #57 on: 17 January 2017, 16:24:12 »
Quote from: Alan Davion link=topic=55842.msg1287335#msg1287335 date=1484089466

Grand total, which is probably before taxes and S&H, came out to $1,169.70
[/quote
So are you ordering it all?
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Alan Davion

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Re: Building a custom Merc unit... But need help.
« Reply #58 on: 26 January 2017, 15:09:08 »
[quote author=Alan Davion link=topic=55842.msg1287335#msg1287335 date=1484089466

Grand total, which is probably before taxes and S&H, came out to $1,169.70

So are you ordering it all?

Oh hell no. I haven't been able to work in almost 2 years due to my medical conditions, also been trying to get on disability and neither situation seems to be changing anytime soon.

Alan Davion

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Re: Building a custom Merc unit... But need help.
« Reply #59 on: 08 February 2017, 18:41:01 »
So after much on-again-off-again hemming-and-hawing trying to search for a timeline appropriate House unit from which my Merc unit could spring forth from,  I think I finally found one.

The Raman Planetary Militia from the Draconis March.

For all intents and purposes they were effectively destroyed as a combat command between January and August 3025, particularly after the Galtor Campaign. Exact figures aren't given of course, but I figure they started as an RCT, and after the end of the 3rd Succession War were reduced to probably only 25% effective strength, or less perhaps.

Let's start with 25% strength and go from there. Also assuming the largest number of units per type.

180 mechs, at 25% drops down to 45.

540 vehicles, at 25% drops down to 135.

5000 infantry, at 25% drops down to 1250.

60 Aerospace fighters, at 25% drops down to 15.

With my unit composed of only 12 mechs, 84 vehicles, 144 infantry and 12 aerospace fighters, the Raman Militia being reduced to 25% seems about right, as the Sarna entry says they didn't take part in the major battles of the 4th Succession war as they were being rebuilt until sometime between 3030 and 3040.

If my calculations are right, my unit would be made up of 26% of the remaining mechs, 62% of the remaining vehicles, 11% of the remaining infantry, and 80% of the remaining aero fighters... This last number seems a bit high, but there's not much I can do about that.

Even in 3085 the Raman Militia wasn't at 100% effective strength.

Anyway, I just need to come up with a name for the merc unit now.