Author Topic: Fast Hit-And-Run Striker/Raider Vehicle Unit?  (Read 1666 times)

Black_Knyght

  • Captain
  • *
  • Posts: 1897
  • Nisi mors certum est in bello
Fast Hit-And-Run Striker/Raider Vehicle Unit?
« on: 11 February 2018, 23:55:45 »
Okay, you're a merc force command operating on one side during the FedCom Civil War.

You've been tasked, and bankrolled, by your side's employer with assembling a company-sized fast hit-and-run striker/raider vehicle unit tasked with hitting and damaging enemy mechs & tanks, then getting the hell out of Dodge before they can retaliate well so they can do it again.

And again, and again, and so on...

Given that you're a merc unit, you're politically unrestrained and free to use any combination of Inner Sphere ground vehicles to accomplish this task, from any Nation/House. What vehicles do you choose to utilize for this unit? And how best would you then utilize them to complete their assigned mission?


« Last Edit: 13 February 2018, 15:28:14 by Black_Knyght »

mbear

  • Stood Far Back When The Gravitas Was Handed Out
  • Major
  • *
  • Posts: 4498
    • Tower of Jade
Re: Fast Hit-And-Run Striker/Raider Vehicle Unit?
« Reply #1 on: 12 February 2018, 10:14:14 »
Fast hovertanks with SRM/MMLs. Equip with Infernos, tandem charge SRMs. Backed by slightly slower Hovertanks with LRM launchers. Load LRMs with Thunder munitions. When targeted units pursue fast hovertanks, the fast hovertanks lure them into thunder laid minefields.

Maybe VTOLs with similar loadouts.
Be the Loremaster:

Battletech transport rules take a very feline approach to moving troops in a combat zone: If they fits, they ships.

You bought the box set and are ready to expand your BT experience. Now what? (Thanks Sartis!)

Kovax

  • Captain
  • *
  • Posts: 2421
  • Taking over the Universe one mapsheet at a time
Re: Fast Hit-And-Run Striker/Raider Vehicle Unit?
« Reply #2 on: 12 February 2018, 11:15:51 »
I'd probably go with a mix of 2xPegasus, 1xSaracen, and 1xSaladin hovertanks per lance.

The Pegasus gives you heavy SRM spam, with a Medium Laser for hole-punching or if you burn through all of the ammo.  I see these as the main firepower of the company.
The Saracen gives you some longer ranged attack with LRMs to deal with primarily short-ranged defenders, and additional SRMs/Infernos for increased damage to the primary target.
The Saladin gives you a potent threat to keep even 'Mechs at bay, and enough ammo for the big gun to use it almost regardless of the odds of hitting.

Loading one Saracen with FASCAM/Thunder rounds to deter pursuit seems like a great idea, except that there's very little that can catch the hovertanks anyway.  I'd rather fire back with LRMs at the light pursuers before they close, since they'll mostly be restricted to short-ranged weapons themselves, and if they do get into range with their own guns, your whole company of SRM-armed vehicles can shoot back at the same odds to hit as the pursuit.

Best of all, at well under $1M C-bills per vehicle, it's a cost-effective solution, with enough punch to hurt, and fast enough to avoid a confrontation with nearly anything that it doesn't want to confront....or you could by one really expensive XL-equipped Assault 'Mech for the same price of a full vehicle company.
« Last Edit: 12 February 2018, 11:19:19 by Kovax »

Kidd

  • Major
  • *
  • Posts: 3535
Re: Fast Hit-And-Run Striker/Raider Vehicle Unit?
« Reply #3 on: 12 February 2018, 11:47:09 »
...aaaaanything?

2 Pegasus-3058
2 Saladin LBX
4 Musketeer
4 Regulator

Colt Ward

  • Lieutenant General
  • *
  • Posts: 28991
  • Gott Mit Uns
    • Merc Periphery Guide- Bakunin
Re: Fast Hit-And-Run Striker/Raider Vehicle Unit?
« Reply #4 on: 12 February 2018, 12:40:13 »
Mine is not too far off Kidd but . . .

4 Regulator
4 Fulcrum
2 Zephyr Royal
2 Drillson (Streak)

Regulators are all about putting the 15 point hits at 7 or 15 hexes from the lance of hovertanks.  Fulcrums have the large laser that they can throw in at 15 hexes, and IMO half have Thunders and the other half have regular, NARC or Semi-G rounds.  They also have their own ECM which I will point out later.  Royal Zephyr's have the NARC & TAG support for the Fulcrums and their own ECM.  The Drillsons are present for either crit-seeking if the attack gets pressed with their mass of SSRM2s OR they have their LPL to discourage other fast movers from getting in close as the cavalry squadron rushes away.

Also included in my bill to the employer would be four fusion powered APC or hovertank with reloading equipment.  They should be 9/14 or greater in speed so they can keep up with the combatants.  For instance a fusion powered Pegasus with the weapons and turret stripped would allow for 11 tons of cargo space as well as a single cargo lift hoist for loading the ammo.  Its a lot of LRM and gauss reloads as well as rations & water for the crews.

Finally my last addition would be 4 of the type of hoverbikes described in MWDA material, they were not a new piece of gear.  Fast, seating 1 person and a pintle weapon I think they were done by Support rules- might need fuel, though the cargo haulers should be able to handle their small needs.  They would be the scouts & screen to the main body- even if cavalry's traditional role is to scout & screen.
Colt Ward
Clan Invasion Backer #149, Leviathans #104

"We come in peace, please ignore the bloodstains."

"Greetings, Mechwarrior. You have been recruited by the Star League to defend the Frontier against Daoshen and the Capellan armada."

Ruger

  • BattleTech Volunteer
  • Major
  • *
  • Posts: 5574
Re: Fast Hit-And-Run Striker/Raider Vehicle Unit?
« Reply #5 on: 12 February 2018, 19:45:35 »
On the cheap? 12 x Scimitar or LTV-4 hover tanks...

For more varied response, a lance each of Scimitar's, Saracen's and Saladin's...

That's for a more low-tech version...

What I would prefer during the FedCom Civil War?

A lance each of Drillson's (original fusion-powered model), Regulator's and Saladin's (LB-X)...

Call me crazy, but I really wish there was an official variant of the Scimitar with a LB-5X...

Ruger
"If someone ever tries to kill you, you try to kill 'em right back." - Malcolm Reynolds, Firefly

"Who I am is where I stand. Where I stand is where I fall...Stand with me." - The Doctor, The Doctor Falls, Doctor Who

Saint

  • Captain
  • *
  • Posts: 2677
  • Keeper of the Reaper
Re: Fast Hit-And-Run Striker/Raider Vehicle Unit?
« Reply #6 on: 12 February 2018, 20:03:15 »
I'd go with
4 x Harasser Hovertanks LRM variant
4 x Pegasus Scout Hovertank
4 x Fulcrum Hovertanks

Harassers for long range fire, Fulcrums stay at medium range to keep the bad guys honest, and the Pegasus lance makes close up hit and run attacks.
"Our eyes lie on Glory, Honor, Strength. Burned worlds will declare our name as cause."


Kovax

  • Captain
  • *
  • Posts: 2421
  • Taking over the Universe one mapsheet at a time
Re: Fast Hit-And-Run Striker/Raider Vehicle Unit?
« Reply #7 on: 13 February 2018, 11:41:26 »
One consideration for more extended operations behind enemy lines might be to include a Heavy Hover APC or some other hover infantry/cargo transport (the name of that 50 ton hover transport with LRM-5s on all sides and 6 tons of infantry space escapes my memory), and use it as a combination squad and cargo carrier.  The squad would consist of a mechanic and astechs, possibly a second squad composed of infantry, and the other 4-5 tons of remaining troop space could be ripped out for cargo room, and include some combination of fuel, ammo, replacement armor, and food for the company for a few days or weeks as needed.

While I like the Drillson and Regulator, their higher costs for fusion power significantly up the ante.  You really don't want to have to abandon a 2+ Million C-Bill machine deep behind enemy lines due to an otherwise trivial motive hit.  The Harasser gives you LRM capability on an even faster chassis, but doesn't pull double duty with SRMs/Infernos like a Saracen would, although their speed would allow them to stay away from any threats that .  I'm not too familiar with the Fulcrum, and have pretty much forgotten everything about it except that it's a hover.

Colt Ward

  • Lieutenant General
  • *
  • Posts: 28991
  • Gott Mit Uns
    • Merc Periphery Guide- Bakunin
Re: Fast Hit-And-Run Striker/Raider Vehicle Unit?
« Reply #8 on: 13 February 2018, 11:56:03 »
If the boss says price does not matter, I am wondering why folks are using light rather than medium hovertanks unless they have the specific equipment you are looking for . . . since meds are likely to sport a bit more armor & capabilities.

Remember your mission is to damage & run, a 15 point hit against a medium mech is either going to strip most the armor away or go internal.  Firing from 7 or 15 hexes (1 more hex at mid range over LRM) is also more likely to keep the hovers functioning since it will drop the number/accuracy of anything firing back.  My set up is really 4 main strikers, 6 support and 2 escort.


Then again, if price was really not a problem I guess you would buy 12 Epona Omnitanks off the Diamond Sharks, 8 in the C config, 2 in the Prime, and 2 in the A.  8 cERPPCs, ECM, TAG for homing artillery if its on call, 2 cLRM20 and 8 cMPL to discourage anyone following too closely.  And for more fun you could haul along more than a company of BA.
Colt Ward
Clan Invasion Backer #149, Leviathans #104

"We come in peace, please ignore the bloodstains."

"Greetings, Mechwarrior. You have been recruited by the Star League to defend the Frontier against Daoshen and the Capellan armada."

The Eagle

  • Captain
  • *
  • Posts: 2308
  • This is what peak performance looks like!
Re: Fast Hit-And-Run Striker/Raider Vehicle Unit?
« Reply #9 on: 13 February 2018, 13:15:15 »
I'd just take a bunch of Stygians.
RIP Dan Schulz, 09 November 2009.  May the Albatross ever fly high.

Hit me up for BattleTech in the WV Panhandle!

Kovax

  • Captain
  • *
  • Posts: 2421
  • Taking over the Universe one mapsheet at a time
Re: Fast Hit-And-Run Striker/Raider Vehicle Unit?
« Reply #10 on: 13 February 2018, 14:48:38 »
If the boss says price does not matter, I am wondering why folks are using light rather than medium hovertanks unless they have the specific equipment you are looking for . . . since meds are likely to sport a bit more armor & capabilities.
My assumption was that if it's a mercenary force, price ALWAYS matters.  It says they're bankrolled by a major House, not that they're given unlimited funding.  I assumed that they would want to operate with the most cost-effective gear, not necessarily the best available at any price.  Take away the price restriction and you might as well field a mixed light and fast medium 'Mech company instead of vehicles, except that it specified vehicles, so I drew the assumption that 'Mechs were likely to be a bit over the top for the budget.  Obviously, if they can afford fusion power and considerably heavier stuff that still has the mobility to play the hit and run game, that's the better way to go.  That detail wasn't clear from the OP, however.

Black_Knyght

  • Captain
  • *
  • Posts: 1897
  • Nisi mors certum est in bello
Re: Fast Hit-And-Run Striker/Raider Vehicle Unit?
« Reply #11 on: 13 February 2018, 15:37:45 »
I can clear that up a bit.

Requirements: any combination (type/weight/role) of 3075 era Inner Sphere ground vehicles. Can be from ANY Inner Sphere Nation/House, including Periphery nations.

Restrictions: NO Clan vehicles (that's reaching a little too far out)
« Last Edit: 13 February 2018, 18:33:15 by Black_Knyght »

snewsom2997

  • Captain
  • *
  • Posts: 2187
Re: Fast Hit-And-Run Striker/Raider Vehicle Unit?
« Reply #12 on: 13 February 2018, 16:11:03 »
Fulcrum Heavy Hovertank, preferably the Fulcrum III
Kamakiri's, Mix of the PPC and Heavy Gauss variants
Pegasus's, SRM's, and Electronics
Pinto, the WOB Variant with the BA Bay.
Bishop/Tonbo, gotta carry the loot somehow.

Honorable Mentions IS
Musketeer Hovertank
Regulator Hovertank
Maxim II Hover Tank

Honorable Mentions Clan
Enyo Strike Tank
Hephastus Jump Hovertank
Cardinal VTOL Transport
Epona Hovaertank

Colt Ward

  • Lieutenant General
  • *
  • Posts: 28991
  • Gott Mit Uns
    • Merc Periphery Guide- Bakunin
Re: Fast Hit-And-Run Striker/Raider Vehicle Unit?
« Reply #13 on: 13 February 2018, 16:43:26 »
Well, the Sharks had started selling some stuff by that time BUT Joust, Heimdall and SM1s were not being sold quite yet (or invented in some cases) though mechs were . . . a iffy case could be made IMO.

As for the price vs capability discussion . . . I will use your company Kovax.  Based on the price you quoted I am assuming you do not want the '58 Pegasus but rather the SW model.  Your company would IMO be a good cavalry company for a defending militia- to sally out of firebases or screen militia formations of mech & heavy armor.  But the way it seemed to me was that this was planned for a offensive use, or at least a very aggressive defense.  Which IMO means the debate about cost rolls around to the debate about fusion engines vs ICE, since to use the Pegasus as the example the engine difference is the greatest cost mark up.  Electronics would be the second factor, the BAP & ECM being 200k each- I will note the 'fluff' electronics in the SW Pegasus has no c-bills cost associated but it should depending on what you determine it to do.

So IMO it comes down to endurance and capabilities . . . the ICE squadron is not going to be able to operate long behind enemy lines unless you also send tankers- never mind ammo carriers.  Your SW squadron is also not going to have BAP to detect any ambushes during their patrols, ECM to try to mask their presence or during combat to provide sensor ghosts.  The SW squadron IS likely to run into electronics which they will not be able to match.  If they try to remain at range from a set of targets it means they will scatter 5 point hits.  If they close where most of their weapons are effective (6 hexes & under IMO) they they will be at short range for most ACs (RAC, LBX, Ultras), ERPPCs, ERLLs and LRMs that most mech lances will have for combating other mechs.  Your SW cavalry squadron might get in one strike, but then how many tanks will they lose?  how many will be to damaged to immediately move on to another target?  how long will they be sitting in the vehicle repair bays until they can go out again?

The reason I chose what I did was because if the 4 supply hovers and scouts on hoverbikes were added to the squadron's tail then IMO you have a force that can operate for quite a long time behind enemy lines since- they do not need fuel, they will likely be able to make 1 or 2 strikes against mechs without reloading (16 rounds on Regs, 12 on Fulcrums), and they are fast enough (9/14 slowest) to keep away from what can kill them* but armed enough to kill anything that can catch them.  If they came across a soft-target- convoy/HQ/repair station/supply depot- then they can fire it up using the lasers on everything but the Regulators.  With 44 tons of supplies able to be hauled along, techs driving the Peg Haulers, and each having a lift hoist, they should be able to do some repairs besides just regular reloading.

*  If the opposing commander puts together a ASF/CF/VTOL Hunter-Killer force together to hunt down the cavalry squadron, they lack AA defenses . . . but isn't that a bit of a win on its own since those same forces are not on the frontlines?

The initial price will be more, but like the usual discussion involving FE vs ICE vehicles, you get more bang for your buck on a fusion engine vehicle.
Colt Ward
Clan Invasion Backer #149, Leviathans #104

"We come in peace, please ignore the bloodstains."

"Greetings, Mechwarrior. You have been recruited by the Star League to defend the Frontier against Daoshen and the Capellan armada."