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Author Topic: Alliance Forward Combat Controllers  (Read 1510 times)

Wereling

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Alliance Forward Combat Controllers
« on: 25 March 2022, 12:23:34 »
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.

Code: [Select]
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)

Daryk

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Re: Alliance Forward Combat Controllers
« Reply #1 on: 27 March 2022, 06:36:40 »
I thought you only needed one TAG per squad?  ???

Wereling

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Re: Alliance Forward Combat Controllers
« Reply #2 on: 27 March 2022, 07:04:43 »
I thought you only needed one TAG per squad?  ???
I think I messed up when I built this in MML. I meant for there to be two for the whole unit, not the whole squad.

Daryk

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Re: Alliance Forward Combat Controllers
« Reply #3 on: 27 March 2022, 07:10:11 »
I also recommend considerung Suns Killer sniper rifles from the Taurians next door...  ^-^

Wereling

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Re: Alliance Forward Combat Controllers
« Reply #4 on: 27 March 2022, 12:26:39 »
I also recommend considerung Suns Killer sniper rifles from the Taurians next door...  ^-^
I actually considered that, but it occurred to me that doctrine probably has these guys staying as far away from actual combat as possible. Sniper rifles make them a target for other infantry, whereas not having anything notable as far as weapons are concerned is likely to keep them safer on the battlefield.

Daryk

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Re: Alliance Forward Combat Controllers
« Reply #5 on: 27 March 2022, 13:42:01 »
1 TAG and 6 Sniper Rifles means your TAG reaches 15 hexes... a bit further away from the things they're targeting.

DOC_Agren

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Re: Alliance Forward Combat Controllers
« Reply #6 on: 30 March 2022, 19:16:32 »
I actually considered that, but it occurred to me that doctrine probably has these guys staying as far away from actual combat as possible. Sniper rifles make them a target for other infantry, whereas not having anything notable as far as weapons are concerned is likely to keep them safer on the battlefield.
I will offer up, the following comments:
1 I love this idea... and my Scout Snipers just got nastier function thank you very much..  Daryk expect a PM for design help.

2 those sniper rifles don't make them targets for other infantry, as much as they provide a function to help the team remove "problems" at range.  If your Combat Controllers are in direct combat you done something wrong.

1 TAG
2 Sniper Rifle
3-7 = Daryk's Improved Autorifles with GL

"For the Angel of Death spread his wings on the blast, And breathed in the face of the foe as he passed:And the eyes of the sleepers waxed deadly and chill, And their hearts but once heaved, and for ever grew still!"

Daryk

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Re: Alliance Forward Combat Controllers
« Reply #7 on: 30 March 2022, 19:27:44 »
You can throw TAG on top of a squad that already has secondary weapons? ???

Heading to PMs shortly (right before bed...).  :thumbsup:

DOC_Agren

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Re: Alliance Forward Combat Controllers
« Reply #8 on: 30 March 2022, 19:43:15 »
You can throw TAG on top of a squad that already has secondary weapons? ???

Heading to PMs shortly (right before bed...).  :thumbsup:

I'm not sure.. that why I asked u.. I knew you would know the answer
"For the Angel of Death spread his wings on the blast, And breathed in the face of the foe as he passed:And the eyes of the sleepers waxed deadly and chill, And their hearts but once heaved, and for ever grew still!"

Daryk

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Re: Alliance Forward Combat Controllers
« Reply #9 on: 30 March 2022, 19:48:08 »
Too close to bed for that level of rule diving... maybe tomorrow, definitely by the weekend!  :thumbsup:

DOC_Agren

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Re: Alliance Forward Combat Controllers
« Reply #10 on: 30 March 2022, 19:49:51 »
Too close to bed for that level of rule diving... maybe tomorrow, definitely by the weekend!  :thumbsup:
roger that get some sleep
"For the Angel of Death spread his wings on the blast, And breathed in the face of the foe as he passed:And the eyes of the sleepers waxed deadly and chill, And their hearts but once heaved, and for ever grew still!"

pokefan548

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Re: Alliance Forward Combat Controllers
« Reply #11 on: 31 March 2022, 14:01:03 »
1 TAG and 6 Sniper Rifles means your TAG reaches 15 hexes... a bit further away from the things they're targeting.

Negative, infantry TAG always has 3/6/9 range.

Anyways, OP, you have to make TAG infantry a specialization. This will automatically fill both secondary weapon slots in each squad with TAG, but will not impede their movement, and will allow them to use the proper TAG rules (per TO:AUE). If you don't see it, make sure you're building with Advanced Rules.
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Wereling

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Re: Alliance Forward Combat Controllers
« Reply #12 on: 31 March 2022, 16:32:43 »
Negative, infantry TAG always has 3/6/9 range.

Anyways, OP, you have to make TAG infantry a specialization. This will automatically fill both secondary weapon slots in each squad with TAG, but will not impede their movement, and will allow them to use the proper TAG rules (per TO:AUE). If you don't see it, make sure you're building with Advanced Rules.

That is actually how I did it, I just neglected to adjust the number of TAG units per squad.

Daryk

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Re: Alliance Forward Combat Controllers
« Reply #13 on: 31 March 2022, 17:47:15 »
Negative, infantry TAG always has 3/6/9 range.

Anyways, OP, you have to make TAG infantry a specialization. This will automatically fill both secondary weapon slots in each squad with TAG, but will not impede their movement, and will allow them to use the proper TAG rules (per TO:AUE). If you don't see it, make sure you're building with Advanced Rules.
Page (or errata, or rules question) reference please.

Daryk

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Re: Alliance Forward Combat Controllers
« Reply #14 on: 02 April 2022, 10:27:12 »
Ok, page 153 of TO:AU&E seems to have updated the rules.  I'm still skeptical of the 3/6/9 range for a couple of reasons:

1) The AToW "TAG, Light (Man Portable)" has a short range of 150 meters, which would give it 5/10/15 range at TW scale.
2) The parenthetical statement in the sentence with the 3/6/9 thing actually asserts the inverse: that the TAG doesn't determine the range of the platoon's other weapons.

That said, the citation does clearly state:
Quote
TAG Troops are specialists who replace a platoon’s ordinary support weapons troopers with TAG.

The single dagger note in the table at the bottom of the page goes on to say:
Quote
†As platoon type chosen. Note: A maximum of 2 paramedics or TAG troops can be assigned per infantry squad, each one replacing 1 secondary weapon trooper (squads with paramedics or TAG troops are not required to match the Support Weapon choices of the rest of the platoon); paramedics and TAG troops do not decrease the speed of an infantry platoon.

So it seems pretty clear that you don't have to replace both support weapons in a squad (assuming there are even two to begin with) with TAG.  The oddest thing is that it breaks squad uniformity in a platoon.  A platoon could theoretically have a single TAG (which actually makes a LOT of sense tactically; you don't NEED more than one to make a TAG "attack").

DOC_Agren: Your idea would mean 1 Support Weapon, 1 TAG, and the rest as Primary Weapons.  That means the Primary Weapons determine the range, not the Secondaries.

DOC_Agren

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Re: Alliance Forward Combat Controllers
« Reply #15 on: 03 April 2022, 01:10:26 »
So by trying to give them more Combat support functions I lower the range of the TAG unit?   But I could have TAG squad of 1 soldier?


"For the Angel of Death spread his wings on the blast, And breathed in the face of the foe as he passed:And the eyes of the sleepers waxed deadly and chill, And their hearts but once heaved, and for ever grew still!"

Daryk

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Re: Alliance Forward Combat Controllers
« Reply #16 on: 03 April 2022, 05:32:33 »
I could have sworn there was a minimum squad size of 5, but I can't find that rule in the newest printing of Tech Manual.  The maximum of 5 squads per Platoon is still there.

DOC_Agren

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Re: Alliance Forward Combat Controllers
« Reply #17 on: 06 April 2022, 20:30:30 »
but then again in the local games I been banned from infantry

"For the Angel of Death spread his wings on the blast, And breathed in the face of the foe as he passed:And the eyes of the sleepers waxed deadly and chill, And their hearts but once heaved, and for ever grew still!"