So I want to implement this idea for the Society Cell that I am making. I was thinking of using a Trey of mostly heavy vees (LB-X Carrier, Royal Fury, Royal Von Luckner, Rhino, Alacorn etc) as "Anvil" and a Sept of Pariahs or other fast Mechs/Protos as the "Hammer." I think that this would work in an ambush scenario, but obviously not in the open field.
Again, if at all possible, I’d avoid vehicles in direct fire/combat roles. Vees have at least six substantial liabilities baked into their hit location and critical hit tables vice mechs:
1) Any hit on a vee has a 36% chance (roll of 3, 4, 5, or 9) of motive system damage. Mechs do not suffer this vulnerability.
2) From the front or rear, vehicles have double the probability of an automatic critical hit (on 2 or 12 or 5.6% total) vice mechs (2 only or 2.8%). From the side, the probability of a critical hit on a vehicle rises 7-fold (on 2, 8, or 12 or 19.5% total) vice mechs (still 2 only 2.8%)
3) Critical hits on vees are truly automatic. Unlike mechs, there is no 2d6 threshold below which the critical hit can be avoided.
4) The critical hit table for vees is riddled with results that automatically disable/destroy the vee like crew stunned, crew killed, ammunition, fuel tank, turret blown off, etc. Short of head cockpit hits or designs with ammo in the center torso or head, mechs don’t have these vulnerabilities.
5) Vees have only five hit locations, vice 11 hit location on mechs. This usually means that damage gets spread around on mechs before penetrating, while vees get penetrated, even with relatively thicker armor, more quickly.
6) Destroying the internal structure on a section of a vee kills the vee while mechs can survive with destroyed limbs and side torsos.
Vees just get shafted left, right, up, and down in terms of survivability. And then vees have all their other disadvantages vice mechs: aforementioned physical attacks from the same hex, construction (no endo, no freezers, etc.), etc.
Smart designs (like vees with armored motive systems) or optional rules (hull down) or certain terrain/scenarios (urban ambush) can mitigate some of these disadvantages. But’s difficult to impossible to overcome them completely in a well-balanced game.
Outside of special designs/rules/conditions, vees really need overwhelming numbers or a serious BV/tonnage imbalance to have a fair shot at defeating a mech force in direct combat.
For all these reasons, I’d stick to some of your earlier Society formations where vees were restricted to support units like the Pollux ADA and Mobile HQ. Just much smarter, especially from the Society perspective of upsetting Clan norms of warfare.
But if you really have to do it, then your vees really need to be screened and guarded, regardless of rules/conditions. Given that this is the Society, some shorter-ranged protos are the way to go. (Would be Elementals if this was the Clans).
You need enough protos to fix slower approaching mechs so they just don’t roll up/over those slow, long-ranged vees. And your protos need to be mobile enough to deter faster mechs so they just don’t zoom straight at/around/through/behind those slow, long-ranged vees.
Of course, with all this proto escort/fixing/guarding, it again begs the question of why use vees in direct combat, which leads to...
The other thought was to use entirely light vees, like hovercraft and Flatbed LRM (IDF with NARC ammo) to harass from behind cover while the Mechs and well armored Protos take the damage.
This is a much smarter and more Society-like use of vees. Cheap fast spotters that are hard to target and cheap mobile indirect fire support that can stay out of harm’s way. Maybe add some vee artillery and vee support like a Mobile HQ and call it a Sept.