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Author Topic: Capellan Augmented Lances  (Read 1031 times)

Grizzly

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Capellan Augmented Lances
« on: 05 October 2022, 10:31:36 »
Does anybody use these? The sourcebooks indicate that the typical formation is 4 mechs and two vehicles, or four vehicles and two battle armor.

But four mechs and two battle armor seems close enough not to be lore breaking.

I wonder if anybody else plans lance lists around this setup.
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pokefan548

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Re: Capellan Augmented Lances
« Reply #1 on: 05 October 2022, 10:39:00 »
While I don't specifically plan around that setup, it does play well with my preferred playstyle, so it's not unheard of for my forces to look something along those lines.
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AlphaMirage

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Re: Capellan Augmented Lances
« Reply #2 on: 05 October 2022, 10:56:21 »
I play them. It's a good combo, typically I will use Regulators as flanking units while my main lance is engaged. The vehicle born one is typically used as an objective force, either rush in or hold ground. Unfortunately most CCAF mechs aren't particularly fast or Omni so Mech/Battle Armor formations aren't great except maybe in an urban fight.

tassa_kay

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Re: Capellan Augmented Lances
« Reply #3 on: 05 October 2022, 11:07:24 »
Absolutely I do. I built my entire Thuggee Warrior House unit around that setup, in fact: almost every lance I have is augmented.
My Personal Units: Thuggee Warrior House Nagah, 29th Blood Drinkers Cluster (Clan Blood Spirit), Nightmare Galaxy (Clan Hell's Horses)

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Grizzly

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Re: Capellan Augmented Lances
« Reply #4 on: 05 October 2022, 11:28:05 »
Glad I'm not the only one. What BV matches are these?

I find vehicles hard to squeeze in below 8k unless they are pretty cheap like the Predator or some missile carriers.

At 6k I just add a couple of Fa Shih usually.
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Iron Grenadier

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Re: Capellan Augmented Lances
« Reply #5 on: 10 October 2022, 13:39:37 »
I think we started doing that back in the '80's. If there could be an "air lance" of 4 Battlemechs and 2 Aerospace fighters, why not different variations of that?

pokefan548

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Re: Capellan Augmented Lances
« Reply #6 on: 10 October 2022, 13:55:11 »
Glad I'm not the only one. What BV matches are these?

I find vehicles hard to squeeze in below 8k unless they are pretty cheap like the Predator or some missile carriers.

At 6k I just add a couple of Fa Shih usually.
IntroTech forces can usually start fielding somewhat effective aug lances at around 6k BV, but yeah 7.5k-10k is ideal.
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mikecj

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Re: Capellan Augmented Lances
« Reply #7 on: 10 October 2022, 14:10:18 »
Sure if 6 was good enough for the WoB...

But it does give a lot more flexibility and options...
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Natasha Kerensky

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Re: Capellan Augmented Lances
« Reply #8 on: 10 October 2022, 14:45:49 »

Here’s a Cappie Battalion built completely out of augmented lances.  May be a good starting point:

PAGET’S DRAGOONS —> https://bg.battletech.com/forums/non-canon-units/paget's-dragoons-1st-batt-toe-46418/msg1070309/#msg1070309

All four types of Capellan augmented Lances described here:

https://www.sarna.net/wiki/Inner_Sphere_military_structure#Augmented_Lance
« Last Edit: 10 October 2022, 14:49:18 by Natasha Kerensky »
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glitterboy2098

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Re: Capellan Augmented Lances
« Reply #9 on: 10 October 2022, 15:02:49 »
I play them. It's a good combo, typically I will use Regulators as flanking units while my main lance is engaged. The vehicle born one is typically used as an objective force, either rush in or hold ground. Unfortunately most CCAF mechs aren't particularly fast or Omni so Mech/Battle Armor formations aren't great except maybe in an urban fight.
Don't forget the capcon invented BA magclamps and their standard BA suit is the Fa Shih. So they are not restricted to Omnis to carry their BA on mechs, nor have to rely on infantry bays to carry them with vehicles.

Colt Ward

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Re: Capellan Augmented Lances
« Reply #10 on: 10 October 2022, 15:10:27 »
Don't forget the capcon invented BA magclamps and their standard BA suit is the Fa Shih. So they are not restricted to Omnis to carry their BA on mechs, nor have to rely on infantry bays to carry them with vehicles.

This, the whole reason that docrine evolved is the Fa Shih & Mag Clamps.  Later when they get a quad, they can do it with slower fire support designs leaving the BA to protect them.  But a pair of Fa Shih riding amidst 4 Regulators make for a great flanking force to make withdrawing harder . . . you are swinging 4 gauss rifles and two sets of mines around the flank to block some critical terrain.
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Kojak

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Re: Capellan Augmented Lances
« Reply #11 on: 10 October 2022, 15:21:48 »
Does anybody use these? The sourcebooks indicate that the typical formation is 4 mechs and two vehicles, or four vehicles and two battle armor.

But four mechs and two battle armor seems close enough not to be lore breaking.

I wonder if anybody else plans lance lists around this setup.

As a Dark Age Capellan player, yes, I use them nearly every scenario. That said, I generally prefer the 4 'Mech/2 tank lance to the other versions, for flexibility purposes.

If you want to see them in action, check out my long-running Warrior House Ma-Tsu Kai campaign.
« Last Edit: 10 October 2022, 16:08:57 by Kojak »


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Dapper Apples

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Re: Capellan Augmented Lances
« Reply #12 on: 10 October 2022, 15:30:01 »
I don't really play cappies but most of my casual army lists end up this way.  Four mechs plus whatever bv is left over for vees, ba, or the rare aero asset.

Usually something really cheap, like harassars with some inferno shenanigans or scorpions for ac/5 plinks or light lrm lob slob.

glitterboy2098

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Re: Capellan Augmented Lances
« Reply #13 on: 10 October 2022, 16:23:14 »
This, the whole reason that docrine evolved is the Fa Shih & Mag Clamps.  Later when they get a quad, they can do it with slower fire support designs leaving the BA to protect them.  But a pair of Fa Shih riding amidst 4 Regulators make for a great flanking force to make withdrawing harder . . . you are swinging 4 gauss rifles and two sets of mines around the flank to block some critical terrain.
and their loadouts are pretty good.. the LRR loadout gives them some pretty good range for BA, and the TAG loadout makes them really useful support for artillery. and the support variant's BA plasma rifle can be nasty

OatsAndHall

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Re: Capellan Augmented Lances
« Reply #14 on: 11 October 2022, 09:24:25 »
Honestly, I think most augmented lances are fun to play. I've talked, length, about the augmented fire support lances I run with mechs, LRM carriers and hover or VTOL spotters. Combined arms units open up the game in some big ways and make for a more enjoyable gaming experience, IMO.

Grizzly

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Re: Capellan Augmented Lances
« Reply #15 on: 17 October 2022, 17:40:41 »
Loving the ideas shared here.

Here's my attempt at an augmented Lance which I may paint as the 11th Sian Dragoons from Empire Alone:

Men Shen D (4/5)
Wraith TR1 (4/4)
Firebee 3E (4/6)
Stinger 4G (4/6)
Predator Tank Destroyer (4/6)
Predator Tank Destroyer (4/6)
5,997BV

Feedback wanted!
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Colt Ward

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Re: Capellan Augmented Lances
« Reply #16 on: 18 October 2022, 09:27:55 »
The question with that lance is, are you going to be able to get the Predators into position (aka survive) to open up on the opposing mechs so your limited crit seeking with teh Firebee can attrite the opposition.  I mean, the Wraith and Men Shen are going to be racing ahead to get off their 10 point hits but you lack the punch after that if the Predators  get bogged down (crits or terrain) or outright destroyed.

The piloting on the TDs is not as worrying as your light mechs.  If you want better skills, you might want to trade in the TDs for a Fa Shih and Trinity BA (rides Men Shen).  Rush in, drop the BA to bog down your opposition, and then you can play the hit & fade strikes on them.
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 Confederation Armed Forces.

Grizzly

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Re: Capellan Augmented Lances
« Reply #17 on: 21 October 2022, 10:20:21 »
Colt I see your point. I really want to try the predators and I have the Wraith and Men Shen minis so maybe I just need a little more BV to make it work.

What about

Predator TD (4/6)
Predator TD (4/6)

Men Shen D (4/5)
Wraith TR1 (4/5)
Lao Hu 4E (4/5)
Firebee 3E (4/6)

Total: 7,477 BV

Thoughts? I think it brings more threats and long range options.
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Colt Ward

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Re: Capellan Augmented Lances
« Reply #18 on: 21 October 2022, 11:25:23 »
The Lao Hu's two big hole punchers definitely change the feel and give the LBX something to exploit.

I would say it is do-able as long as your table does not usually show up with 2 gunner assaults.
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 Confederation Armed Forces.

Grizzly

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Re: Capellan Augmented Lances
« Reply #19 on: 21 October 2022, 11:43:23 »
The Lao Hu's two big hole punchers definitely change the feel and give the LBX something to exploit.

I would say it is do-able as long as your table does not usually show up with 2 gunner assaults.

I could go a step further and swap the Men Shen for a Huron Warrior for more hole punching.

Thoughts?
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Colt Ward

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Re: Capellan Augmented Lances
« Reply #20 on: 21 October 2022, 12:11:17 »
I thought about a PHX-3L or such instead of the Wraith to compensate on the Lao Hu for the small cockpit.  But like I said, the key thing is what is accepted around your table.  We have a few players that bring the fewest number of units so they have really high gun/pilot skills.  A 2/4 assault with long range weapons is difficult to execute a run & gun strategy with lighter/numerous units.
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 Confederation Armed Forces.

 

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