I have an unconventional force design worked out in detail now after playing around. Any ideas for important missing abilities? Or ways to do things better?
The proposal is to combine:
to create an 'inner sphere triad' that is self-supporting. Aside from the 19 crew above, you add 2 ASF tech teams (14), 1 vehicle tech team (7), and a short BA tech team (3) for technical support. Combat operations allows 1/4 of combat personnel (i.e. 5) to function as techs, so we require just 19 additional techs. On the administrative side, you attach a surgeon/doctor, an admin/quartermaster, an intel/comms specialist, and a lawyer (i.e. 4 admin personnel) according to the rules in Combat Operations. This consists of 42 personnel.
The short BA tech team can use the 'extra time' rule to maintain the BA fairly effectively, and the short med team (a single surgeon) can either take extra time or use cross trained crew as necessary. All of these have a seat for orbit-to-surface and surface-to-orbit transits (30+3+5 on the M^3 craft + 4 on the M^3 track + 2 ASF pilots).
The necessary transport capacity (500 tons) is similar to 4 ASF (600 tons). If you include personnel and allocate steerage quarters to them this increases to 695 tons for the triad vs. 760 for 4 ASF. Supplies however close this gap, because exercising the Omni nature of the Workhorse requires somewhat more supplies. For supplies, imagine supporting logistics for 150 days, 2 standup fights per category (High speed engagement, low speed dogfight, ground combat, Infantry), 4 full loads of fuel for combat units (and 2 for the smallcraft), and the ability to repair half of all armor damage. For this you need:
31.5 tons of consumables
2.5 tons of spare parts (per Combat Operations at .1% of tonnage/month)
24 tons for 3 ERPPCs+3 PPC Capacitors
42 tons for 2 Gauss Rifles and ammunition
16 tons for 32 small lasers
10 tons for extra double heat sinks
81 tons for 3 Arrow IVs and ammo
26 tons of Air-to-air Arrow missiles
4.5 tons of HFF Armor
35 tons of HFA armor
48 tons of fuel
4 tons of AMS ammo
2 tons of extra BA armor and alternate modular weapons.
-86 tons (pods + fuel for Workhorse ASF)
-26 tons (spare cargo + AMS ammo storage + fuel for M^3 craft)
-.5 tons (Spare cargo for M^3 track)
For a total of 214 tons, leading to 909 tons for a fully supplied IS Triad. The cost of all supplies and units is ~40M (actually 39.336618M). On a cost basis, this is quite low. On a transported force basis, you may be able to similarly support 4 non-omni ASF or mechs in the same tonnage. Hence, in return for halving the transported force (a high cost!), we can provide comprehensive support for dispersed operations with the M^3 system across a spectrum of all reasonably common scenarios (High Speed Engagement, ASF dogfights, Ground combat, and Infantry combat).
Looking into mass transports, a
Voyager jumpship with 2
Warmother transports 40 triads at an amortized cost of 121M/Triad. Alternatively, a
Warfather provides the capability to transport 80 Triads at an amortized cost of 122M/Triad.
Considering various challenges:
- Space Combat: The Workhorse F has a reasonable heavy ASF weapons load and excessive armor, making them a powerful opponent for any foe they can reach (or that comes to them). The Marine Battle Armor can be 'bombed' onto an enemy large craft for boarding operations or be used defensively in this capacity. The David VTOLs have no function here.
- High Speed Engagement: The Workhorses are useful and M^3 support craft are useful here. The Workhorse B can deliver 6 air-to-air arrows with speed-amplified damage (or more using external hardpoints). The numbers could be even larger using external hard points.
- Open Field: In open field combat, Workhorse A or Workhorse G configurations provide heavy Arrow IV support for the David VTOLs which enter firing range. Due to the ability of each VTOL to TAG, with any hit allowing all Arrow IV to hit the odds of successfully hitting are substantially higher than for most weapons. Furthermore, if the Workhorse can maneuver to be 'behind' an enemy force, the Arrow IV hit in the rear arc according to the latest errata. The Davids are faster than almost all other ground units, so they are fairly universally dangerous. A few of the Davids can mount either an ECM or an active probe, making them capable scouts. The Battle Armor can be used for search and rescue missions or salvage operations. The worst case opponent here seems to direct fire artillery taking advantage of special flak rules to only suffer a +3 modifier.
- In-building: The battle armor are the primary unit for in-building or underground combat where they have many burst fire and flamer weapons capable of annihilating enemy infantry in close quarters combat. The Workhorse I can deliver battle armor via dropchute or taxiing. The Davids have relatively little role here, except that mixed in-building / open ground situations are reasonably common.
There isn't a canon unit quite like this one. Comparing with others, I see it's like a:
- Snow Raven Triad, except with 2 ASF instead of 5, 6 VTOLs instead of 5 Battlemechs, and a single squad battle armor instead of 5. Unlike the Snow Raven Triad, intraplanetary transport for every unit is built in, so a garrison can defend all locations on the planet.
- augmented lance, except it's the ASF that are augmented with VTOLs and battle armor rather than Battlemechs or vehicles augmented with battle armor. Also, company level support (maintenance, medics) is integral.
- air lance, except that there are 2 ASF and 6 VTOLS (and battle armor) rather than 2 ASF and 4 Battlemechs.
- company, except of course with mixed units and smaller scale.
- lance, except with full support and intraplanetary transport built in, as well as the ability to complete missions in space/ground/building.
There are some subtle tradeoffs here that I wanted to mention.
Smaller combat Scale: It is possible to halve the scale to 1 ASF, and 3 VTOLs (with battle armor attached at a larger scale). This does not work well in all situations, but can be applicable in some. This is particularly useful when attacking multiple widely dispersed targets, a static target in open field combat, when attacking infantry in open field combat (where you target the hex), or in space combat where a half-Triad is equivalent to a flight, possibly enhanced with a point of battle armor.
Larger combat scale: Larger scales continue to provide superlinear returns in open field combat up to the point where target destruction wastes Arrow IV rounds. In fighting against assault battlemechs, it may be desirable to triple (12 homing missiles/round) or quadruple (16 homing missiles/round) the scale, against typical mechs, 4-8 Arrow IV rounds are likely ruinous to a mech without being wasteful. Since you want the smallest reasonably-feasible fighting scale to support tactical flexibility, the IS Triad seems about right.
Support Scale: There is some wastage here, since a MASH can support 25 wounded warriors, while we have at most 12. Nevertheless, the mobile field base cannot be stretched to support more units easily, and the excess capacity of the MASH has a relatively low overhead since it appears (from looking at Time of War skills) that M^3 Craft and M^3 Track crew can be cross-trained to act as medical assistants. Overall, it seems reasonable to just have excess medical capacity in favor of operating at a smaller support scale.
Ratios: We could easily support more battle armor. I went with 1 point, since in-building combat seems the least common necessary form and because it's relatively easy to concentrate infantry from multiple triads if the need should arise. The number of VTOLs here is relatively flexible, with the number 6 satisfying 'able to be transported by M^3 support craft or a Workhorse B' and being a multiple of the number of ASF. The right scale here seems to depend on how much tech capacity we want to support. This level leaves the tech crews spending a quarter to half their time for maintenance, leaving a large amount of tech team work day for repair or replacement. This margin could be cut much closer at the expense of inability to repair substantial battle damage.
Aside from the standard IS Triad, a LAM Triad also seems useful, particularly for raiding situations. A LAM triad consists of 2
Workhorse ASFs, 1
Mantis LAMs, and 1 squad of 4
Marine Battle Armor. To this may (or may not, if it's dropship-based) be attached a
M3 Support Track and a
M3 Support Craft to create a fully supported unit consisting of 4(Battle armor)+2 (ASF pilots)+1(LAM pilot)+4(M^3 track crew)+3(M^3 craft crew)+14 (ASF tech team)+7(LAM tech team)+3(short BA tech team)+3(short vehicle tech team)+1(short med team) = 42 personnel.
Tradeoffs of (VTOLs) vs. (LAMs):
Positives: VTOLS supports more TAGs which increases the probability of a hit. VTOLs can also partition better allowing semi-independent action down to a sub-lance 1 ASF+3 VTOLs scale (+ potential BA augments). VTOLs are generally faster (unless it's flat enough for true WIGE movement) and so can more easily avoid enemies, scout, or achieve high target movement modifiers. VTOLs are also
far cheaper.
Negatives: VTOLs occupy cargo storage space either on the ASFs or the M^3 support craft implying only 20 tons of supplies before an extra round trip to the base is needed. Also, getting the VTOL out of cargo for open field ground operations requires about 24 minutes for all of them with units-as-cargo rules. A LAM triad in contrast can descend from orbit and be instantaneously ready to go, making it an excellent raiding force.
Edits: shifted from LAMs to VTOLs primarily. Added more details about supply.