Fun thread to raise from the dead!
With the PV revision that just happened, this force is now 417PV thanks to the VTOL's getting more expensive. The Ferrets went from 6 to 8 and the Warriors from 9 to 13. Still, pretty close to 400.
This force is a great example of why Artillery (or potentially bombs) is such an important part of Alpha Strike. It is DEADLY on high-TMM units, and on swarms of ground units. 2 points may not sound like much to a mech, but it is devastating to these sorts of low PV units. Plus, with the numbers involved it is really hard to keep them spread out enough to prevent multiples from getting hit by each arty round. Heck, I probably don't even need to hit. With this much stuff on the board, I'm probably going to scatter into something even if I miss!
Consequently, the VTOLs are probably the biggest threat because they can potentially hover over the arty attacks. The FLK special or special AC ammo would help if we were playing with the alternate ammo rules. Still, leaving potential anti-air specials aside, there is a lot you can do with 400PV. If I knew I was going against a conventional-vehicle-heavy force, I could do something like this:
4x Charger 1A1, Skill 4
4x Firestarter FS9-H, Skill 3
2x Javelin JVN-10F, Skill 3
2x Catapult CPLT-C1, Skill 2
2x Mobile Long Tom Artillery, Skill 3
VTOL's aside, I've got a decent TMM advantage plus a skill advantage on all your units, so in general my to-hit rolls are going to be 2 easier than yours at any given range. The Chargers make horribly annoying spotters for artillery as they close. My to-hit numbers will generally be 7's: skill 3 + 4 for indirect artillery attack +1 for AoE attack, -1 for firing unit stood still (my arty is happy to sit still). Plus, with the 6" template of the long tom, even if I miss, I've got a 50/50 chance of whatever I aimed at still ending up under the template after scatter. The Firestarters and Javelins are going to jump their way in, so you will be looking at 9's to hit at medium range if they don't have cover, 11's if they do. Once they get close, they will try to get in base-to-base with as many vehicles as they can to prevent them from shooting back, and trying for back shots to get 3 or 4 damage at short range. The Chargers, if they survive the run in, are pretty much tank delete buttons even if the arty hasn't done its job. My Catapults will hang back and work on the VTOLs if possible. At Skill 2, if they can find a flyer in medium range, it is in trouble, even with their higher TMMs. If they run out of Warriors to shoot at, they are happy to poke TMM 1 tanks at long range.
Can you plink me to death before my higher-quality units whittle down your numbers too far? Maybe, maybe not. It would be a fun game to play, but it would take a while with you moving 44 units around!