I guess that works if your opponent is the continual incarnation of the original Command and Conquer AI and you're willing to commit scores of atrocities to win an objective raid.
I feel like I could use my local knowledge of the planet to adequately hide enough of my 10,000 tanks from the blast zone and defeat the company of invaders.
When the nut is hard enough, you may have to ditch the nut-cracker for a hammer.
And, the Hegemony and houses, as well as private concerns, have shown they are very good at hiding stuff from prying eyes. But, it can't be moved while hidden, either.
Either that or literally everyone has decided to abandon the best methods of defense for their territory
I can't help but wonder if this isn't the case. Fighter Screens should be able to intercept any raid handily. Computers are advanced enough to forecast potential landing zones that putting up fighters in logical strike areas should nix interstellar raiding entirely.
Satellites seem like they aught to be cheep enough to quickly put up and replace, helping fight ECM and locate and track invaders.
So, there are a lot of things that seemed to have gone by the wayside for reasons unexplained.
Any theory production scarcity for mechs ultimately has to grapple with the idea that vehicles get to use the same magic armor and superweapons as the mechs... as well as fighters.
Well, with that in mind, the same reasons that apply to Mech scarcity also probably apply to anything that takes advantage of that technology.
I'm a proponent of the notion that the Tanks seen in the TRos, that use the standard Combat Vehicle Rules, are like Conventional infantry, are like BattleMechs, are like Aerospace Fighters, are like Dropships: They're the front end stuff that can face-off against like machines, and are equally limited. The vast majority of armies are not up to snuff. They're stocked to the gills with locally made things that use the support vehicle rules and constructions to get limitations. The infantry are merely joe-schmoes who only completed basic training, were given a gun, and some extra training and education to make them stand-up soldier-citizens on the world they call home. They aren't the pro-athletes we see in Total Warfare.
There's supposed to be a power level that we haven't seen where the Mechs, ASFs, Battle Armor and Combat Vehicles really outperform everything else. Against each other, it's a close call every time with the right numbers or combinations. What happened to the forces and equipment during the rise of the BattleMech. Why can't we recreate that one Marik invasion of a Lyran world where conventional forces met Mechs in combat for the first time, and were completely smeared?
Frankly, the rules haven't been made for that, that's why. It doesn't help that the authors and fans generally have brought modern combat sensibilities to a Sci-fi/Science Fantasy game and proceeded to laugh at Mechs and go through every effort to make the infantryman, the MBT, or ASF or Artillery, or some cheep trick, make them look ridiculous. And, emulating that has gone into a lot of iterations of advanced rules to cater to those sensibilities, and have eventually become mainstream in the core rules.
Combined Arms wins the day? Seriously? And, yet the future battlefield is supposed to be so advanced and scary that general PBIs are ideally not supposed to be running around with the giants unaugmented. That sounds a bit schizophrenic.
I see it going one of a number of ways, of which I'll describe two, and I've played around with both setting ideas through different campaigns.
Option 1 is as I described above - the scarcity goes to all things using magic armor and advanced targeting to get get around it, and advanced ECMage and other defensive measures used to make the failure to strike rates so high. (Yes, I equate game performance as an indicator of how combat works in the BTu. It's the only real measure I have to go from.) This is offset by a combination of large armies of lesser toys, giving me free reign to have a design hay-day. I get to meta different rules options, old and new, tweaked or unmodified, to weaken these other toys so that they're effective against one another, but stand no real chance against the real deal, especially the vaunted Medium Laser, the bane of conventional forces since the late space age. Having one of those should be like the prototype laser in Ring of Red.
Option 2 is to ignore the supposed Bottleneck that people imagine there is. Mechs are prevalent, as indicated by the rather unstoppable, just barely regulated mercenary trade, which seems to be the star of the show in BattleTech. Pirates are a close second. After all, who wants to play a house Paladin who rarely sees combat? That is until the Major is feeling that rivalry with the enemy regiment across the border has finally garnered enough merit to commandeer not one, but at least two different ships to stage a raid against them. That could be a while. And, with Mechs and Tanks, and Fighters everywhere, that really isn't that easy.
Social norms of Neofeudalism are the major drive behind people not massing huge armies to blast an interloper to Kingdom Come when they come calling. The Clan duel system is actually an extreme of the norm in the Inner Sphere, where low level conflicts are common, and not just between worlds, but on any given planet. A Merc need not head to the stars to find trouble worth money, or make a name for themselves.
This notion allows for perpetual gameplay in the setting with little remorse or recourse into the design aspect. Customization is still common, and the tech for it is plenteous. There's no real need for the lesser things unless people are feeling desperate. Sure, this means that tanks are just as common or more-so, along with all the general equalizing tech we see in the TRos and general rules.
It's easy for business to continue on in this version, and the BTu is certainly big enough for it.
I like both, to be honest, but I can only justify one or the other for any given campaign.