Alliance Forward Combat Controllers
Overview
Forward combat controllers have been an integral part of the Outworlds Alliance’s infantry for centuries. These elite troops act as infiltrators and spotters for the Alliance Military Corps, coordinating air strikes from the front lines. While Alliance infantry in general are not particularly notable as combat units, Alliance forward combat controllers are considered to be elite even by the standards of the Great Houses of the Inner Sphere.
Forward combat control units were founded during the 1st Succession War. During that time the Alliance found that in the absence of Star League units they were vulnerable to the depredations of raids by the Draconis Combine, Federated Suns, and unaffiliated pirate forces. The Alliance Military Corps sought to maximize its nation’s advantage in air superiority compared to its adversaries.
It did so by training its units extensively in combined arms tactics. To make these tactics even more effective they also trained at least one platoon per battalion of regular troops in forward combat control. These troops were trained as spotters and proved remarkably effective in allowing air strikes to be targeted as precisely and effectively as possible.
Capabilities
Forward Combat Control units are considered to be the elite of the elite within the AMC, and are generally given the most up to date equipment available. The re-introduction of lost technologies in the Inner Sphere in the mid-31st century saw the capabilities of the forward controllers updated several times.
In particular the arrival of the Clans and the subsequent instability of both the Draconis Combine and the Federated Commonwealth caused several major rounds of investment in Combat Controller capabilities. The AMC would even consider updating the units to make use of stealthy battle armor suits, though this would not happen.
The best equipped Forward Combat Control platoons would be trained as jump infantry. Jump packs would provide them good battlefield mobility and allow them to be air-dropped ahead of an attacking force. There they would be expected to lie in wait, using sneak suits to remain undetected for as long as possible.
Unlike most jump infantry units in the Inner Sphere and Periphery, Combat Controllers are not trained in anti-mech swarm tactics. Combat Controller training is a very difficult to train specialty, and Alliance command does not believe in risking their difficult-to-train controllers in close assault engagements. Some AMC commands, such as the Alliance Grenadiers 2nd Battalion, do make use of both anti-mech trained jump infantry and Combat Controllers.
Prior to 3055 these teams would rely on traditional spotting methods. However by that year the AMC had begun to deploy man-portable target acquisition gear to their Combat Controllers. This high tech targeting device made these units even more effective at directing artillery fire and air support.
Deployment
Combat Controller formations continued in use even beyond the formation of the Raven Alliance.
Though the states of Clan Snow Raven and the Outworlds Alliance merged, their militaries did not, at least initially. The AMC side of of Raven Alliance Armed Forces continued to make extensive use of Combat Controllers. However, they did elect not to equip these formations with battle armor. This was seen as by outside observers as an attempt to avoid “stepping on the toes” of the battle armor formations of the former Snow Raven Touman.
While former AMC units perform quite well with associated Combat Controller units, former Snow Raven units have been much slower to adopt the techniques and methods used by their AMC counterparts. Several factions within the former Clan part of the Alliance military wish to do away with these units altogether, largely due to their fighting methods not meeting the standards set forward in Clan tradition. As of 3096 this debate still rages.
Tech Base: Inner Sphere (Advanced)
Tech Rating/Availability: E/X-X-E-E
Transport Weight: 2.5
Equipment:
Primary Weapon: 10 Auto-Rifle (Modern, Generic)
Secondary Weapon: 4 TAG (Light, Man-Portable)
Armor: Sneak Suit (Camo/IR)
Battle Value: 44
Introduction Year: 3063
Cost: 5,389,502.139 C-bills
Notes: +3/+2/+1 to-hit modifier to attackers if unit does moves 0/1/2 hexes. Non-infantry units suffer a +1/+1/+2 to-hit modifier for S/M/L ranges.
Platoon Type (Specialty): Jump (TAG Troops)
Ground MP: 1
Jump MP: 3
Platoon Size (Squad/Platoon): 14 (7/2)
Armor Divisor: 1
To-Hit Modifier (Range in Hexes):
+1 (0 Hexes)
Maximum Weapon Damage (# of Troopers):
5 (14-13), 4 (12-10), 3 (9-7), 2 (6-5), 1 (4-2)