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BattleTech Game Universe => The Inner Sphere => Topic started by: Deathknight69 on 30 January 2011, 01:35:27

Title: Mercenary Hall
Post by: Deathknight69 on 30 January 2011, 01:35:27
Following MadCapellan's lead w/ his League of Nations styled thread. This one is all about Merc's: Being a Merc, Looking for work, The interesting times that we (as merc's) live in, etc.

Me, Personally, I've enjoyed playing a merc since I got Tales of the Black Widow. I normally work for the Fed Suns because they generally treat their merc's better than just cannon fodder. The Lyran's are ok to work for as long as you don't get stuck with a complete "Social General" type. Kurita was ok until Takashi's snitfit with the Dragoons. Teddy K made it better again after the Clans started coming to town. Marik - Well, they are a roll of the dice depending on which sub-faction you get hired by. CapCon - Ok as long as you don't get used for cannon fodder. The Periphery nation's are a crapshoot depending on the era.

Anyway, feel free to discuss employment options, contract types, salvage stories, etc... Just don't bash each other or anybody else. We're here to have fun, so kick back and start typing. If you want to do this in "IC", make sure you start and end your posts "IC" and "OC".
Title: Re: Mercenary Hall
Post by: RedMarauder on 30 January 2011, 10:04:16
I've always liked working with the Periphery nations myself.  Even in 3025, they could have some decent machines available.  The Concordat has been producing the TDR-5S for quite some time now and that's one good reason to stick with them.  They also have done quite a bit for my small unit over the years, on and off, and treat them rather well, since they want to keep our services.  Truthfully, they're my fave to work for. 

As far as the Houses?

I either work for the Davions or the Capellans.  Both aren't bad to work for.
Title: Re: Mercenary Hall
Post by: Demon55 on 30 January 2011, 12:00:30
Mercenaries, promoting battlefield competence since 1300 BC. 

Why am I one, I get to kill things for money and can have a breakout clause in case my employer is unwise.
Title: Re: Mercenary Hall
Post by: False Son on 30 January 2011, 12:06:40
When i've enoyed being a merc it has always been at the head of my own unit.  Dealing with things like logistics, budget and so on are challenges sometimes in their own regard.  I've prefered the image of the mercenaries that have to keep getting contracts in order to keep going, over extremely prosperous units that can really pick and choose contracts.  But, then again, i've always liked having to deal with things like death letters and things like that.  There's no patriotic excuses for mercs, no one forces them to fight, so it sometimes brings up issues.
Title: Re: Mercenary Hall
Post by: Davout73 on 30 January 2011, 13:12:50
I've been using Makinus' rules as the basis for a solo campaign I've been running against the bot for awhile now.  It's been fun thus far, and fitting whats been going on with my unit into the time line has been very fun as well.  For a variety of reasons all of my contracts have been with Marik or Steiner, but I suspect that will change in the near future after this contract ends.

Davout73
Title: Re: Mercenary Hall
Post by: Deathknight69 on 30 January 2011, 17:15:57
Well I'm gonna keep it rollin'...

I've run a lot of units other the yrs. Had a lot of great and crappy times. But, Damn if it hasn't been fun.

I'm starting another unit in honor of the new boards. 3067 - Jihad tracks campaign. I'm hoping not to get sucked into the WoBblie side of the tracks. The new unit - The Ragged Irregulars - will be in the Non-Canon Units board for your amusement. I'm gonna do what I have to keep'em alive. Wish me luck  ;) I posted a Mod Barghest design on the design board to mostly good reviews so far.
Title: Re: Mercenary Hall
Post by: Klat on 30 January 2011, 17:37:02
What do we know about the merc environment post jihad?

It seems that Galatea is still going; the RotS seems to be using military hardware such as the Kinnol MBT to entice mercs to stay contracted. I would assume Herotitus is still a contracting haven for periphery mercs; probably a fair number of contracts with the MAF and TDF float through there. I'm sure there's always a fair amount of money to be made on Arc-Royal.

What other halls may be open and what areas are there contracts in?

I figure the former FWL has a fair amount of action going. The RotS\CC border may be interesting. What else though?
Title: Re: Mercenary Hall
Post by: Deathknight69 on 30 January 2011, 18:18:36
What do we know about the merc environment post jihad?

It seems that Galatea is still going; the RotS seems to be using military hardware such as the Kinnol MBT to entice mercs to stay contracted. I would assume Herotitus is still a contracting haven for periphery mercs; probably a fair number of contracts with the MAF and TDF float through there. I'm sure there's always a fair amount of money to be made on Arc-Royal.

What other halls may be open and what areas are there contracts in?

I figure the former FWL has a fair amount of action going. The RotS\CC border may be interesting. What else though?

Well, If you believe all the "Swords to Plowshares" mumbo-jumbo, We'll be outta work. I don't believe it will be all that bad. A lot of people will still need us (Merc's) to do most of/all the dirty work that they will need done w/o getting the exposure and backlash from it  ;) }:).
Title: Re: Mercenary Hall
Post by: RAE on 30 January 2011, 18:49:19
What do we know about the merc environment post jihad?
I think post-Jihad is a prefect time to command a small upstart mercenary unit:

* Most of the big names are gone from business forever or out for a while, so it's a chance to build a reputation for yourself, while not being intimidated or overshadowed by large, multi-regiment commands;

* Action is mostly small-scale, so chances are you won't get nuked by accident during a Capellan onslaught, or overrun, when a FedSuns RCT suddenly decide to strike your LZ with all its units simultaneously, or caught betweet two clashing armies, each deploying several regiments worth of 'Mechs. A BattleMech company is once again a formidable force to be reckoned with;

* Various state militaries are going through some serious rebuilding, so they probably will rely on mercs more (FedSuns already do, deploying small merc outfits in a new type of formation known as FedSuns Mercenary Commands, and even the Dragon seems to entrust mercs with the safety of their Dropship and Jumpship factories).
Title: Re: Mercenary Hall
Post by: Davout73 on 30 January 2011, 19:50:10
Quote
What do we know about the merc environment post jihad?

They are still around.  Maybe not as big as before, and more than likely they have fewer mech's than before, but they are out there.

Davout73
Title: Re: Mercenary Hall
Post by: Deathknight69 on 30 January 2011, 20:07:58
Hey RAE, Where can we find info on a "FedSuns Merc. Comm.?"
Title: Re: Mercenary Hall
Post by: RAE on 30 January 2011, 20:17:44
Hey RAE, Where can we find info on a "FedSuns Merc. Comm.?"
Field Report: AFFS (http://www.classicbattletech.com/index.php?action=products&mode=full&id=340).
Title: Re: Mercenary Hall
Post by: Deathknight69 on 30 January 2011, 20:21:06
Bummer, I don't have any of the PDF's. Anything that you can tell w/o killing an NDA?. I saw (before the crash) something about LCT's, but not a concrete makeup/disposition thereof?
Title: Re: Mercenary Hall
Post by: RAE on 30 January 2011, 20:36:25
Bummer, I don't have any of the PDF's. Anything that you can tell w/o killing an NDA?. I saw (before the crash) something about LCT's, but not a concrete makeup/disposition thereof?
Well, it doesn't say much, but basically, FMC is a collection of small mercenary units unified under a single AFFS command staff to centralize logistic and coordination. They deployed together, but each unit acts as a sub-command of a single force.
Title: Re: Mercenary Hall
Post by: Deathknight69 on 30 January 2011, 20:53:00
So basically they can be deployed to various spots on world or neighboring worlds? Sounds interesting.
Title: Re: Mercenary Hall
Post by: Stormlion1 on 30 January 2011, 23:06:14
It looks more like they put all the problems in one basket to me.
Title: Re: Mercenary Hall
Post by: Davout73 on 30 January 2011, 23:15:46
Actually it worked pretty well for some units.

Wislon's Hussars were part of an FMC and had managed to grow to a Battalion plus of Mechs and other equipment when WoB finally destroyed them.

Davout73
Title: Re: Mercenary Hall
Post by: Klat on 30 January 2011, 23:28:08
That sounds like the way to do it; instead of going through one of the "big boys" that name their own price you just put together a staff to hire numerous small commands that operate under your organization's oversight.

Well that's pretty neat, thanks RAE. I wonder if we'll actually see an increase in the use of private military assets among the houses in order to keep military strength up while paying lip service to the "swords to ploughshares" push.
Title: Re: Mercenary Hall
Post by: Demon55 on 31 January 2011, 01:55:25
May the way of the mercenary last long.
Title: Re: Mercenary Hall
Post by: Klat on 31 January 2011, 14:48:24
May the way of the mercenary last long.

Amen.

It seems to me that a fair number of designs in TRO 3085 are open market and\or available to mercs one way or another. A quick search for mercenary or mercenaries and some reading of the language in each section makes it seem that these units are available:

TRO 3085
Ranger VV1 AFV
Kinnol MBT
MLR-B2
WLF-5
HCT-7S
GST-11
BRM-5A
PEN-2H
D-M3D-3
MNG-8L
Balac Strike VTOL
Arbalest
Pack Hunter II
STG-3P
WSP-8T
OTL-9R
RFL-7X
CRD-7W
TDR-10M
ARC-9M
MAD-9W2
Phoenix Hawk IIC 7
Warhammer IIC 8

TRO 3085 S
Ravager Assault BA
FWL-3R

There are a lot more units that I believe to be clearly sold on the open market or that would be very believable in merc hands, this list was compiled as a rough overview using a fairly flawed set of criteria.  It still shows a fair number of units and I'd say that with all the talk of who got what with this TRO it was the mercs who cleaned up  ;)

It also looks like the clantech genie is out of the bottle now.  ::)

I think that mercs will be maligned publicly but hired privately by the various IS powers in the lead up to the DA. The way of the Mercenary will continue for some time.
Title: Re: Mercenary Hall
Post by: Rainbow 6 on 31 January 2011, 15:01:13
The FMC is a good idea for the house's and the smaller mercenay units. Mercenaries will always be around and probably more so now the Jihad is over and the House's are downsizing.
Title: Re: Mercenary Hall
Post by: Klat on 31 January 2011, 15:35:20
The FMC is a good idea for the house's and the smaller mercenay units. Mercenaries will always be around and probably more so now the Jihad is over and the House's are downsizing.

I agree. Didn't the Star League try for a "swords to ploughshares" initiative that simply saw the houses hiring mercs as "off the books" forces?
Title: Re: Mercenary Hall
Post by: Moonsword on 31 January 2011, 15:47:28
Or maintaining their own.
Title: Re: Mercenary Hall
Post by: Klat on 31 January 2011, 16:04:02
Or maintaining their own.

That's right, the houses started turning their regular forces into "mercs" for the purposes of reporting army strength didn't they? I'd forgotten about that. What an interesting time to fight for money  :)
Title: Re: Mercenary Hall
Post by: Moonsword on 31 January 2011, 16:14:49
I imagine we don't even begin to know all the creative accounting involved there.
Title: Re: Mercenary Hall
Post by: Davout73 on 31 January 2011, 16:21:02
My dad's a forensic accountant, I could ask him for some ideas..... }:)

I imagine we don't even begin to know all the creative accounting involved there.
Title: Re: Mercenary Hall
Post by: Moonsword on 31 January 2011, 17:09:52
Let's ask the IAEA.  I bet they have some fun ideas.
Title: Re: Mercenary Hall
Post by: Demon55 on 31 January 2011, 17:28:17
From reading the DA books it seems that mercs have a hard time staying in business unless they are doing work under the table.
Title: Re: Mercenary Hall
Post by: Moonsword on 31 January 2011, 17:31:43
When your business is war, peace may be a problem.
Title: Re: Mercenary Hall
Post by: IndyRI on 31 January 2011, 17:37:50
And when the public perception is that "your kind" sided with the biggest menace to an average IS citizen's life since the 2nd SW, then it's kind of bad for PR. Mercs got hit with an almighty one-two punch post-Jihad of becoming a stigmatized class of professional, and a general lack of warfare in the era of the Republic. It'd be like being an casket-maker, but people suddenly decide that they prefer being cremated and they simultaneously discover the cure for most major diseases. Business would drop off just a wee bit.
Title: Re: Mercenary Hall
Post by: Demon55 on 31 January 2011, 23:19:44
When your business is war, peace may be a problem.

Then you may need to be sneaky and start a war or make a potential employer think that war is eminent or both.
Title: Re: Mercenary Hall
Post by: RAE on 01 February 2011, 05:22:17
Well that's pretty neat, thanks RAE. I wonder if we'll actually see an increase in the use of private military assets among the houses in order to keep military strength up while paying lip service to the  "swords to ploughshares" push.
From what I read in the current sources (namely, the Field Report series and Technical Readout: 3085), all that "swords to ploughshares" talk is a big pile of you-know-what from Stone's PR managers, who are trying to create an image of a messiah, leading the nations of the Inner Sphere to a new age of peace and prosperity.

The thing is, no one is converting their swords to plowshares, because no one got any swords left in the first place. Look at the actual numbers of 'Mech regiments in the Successor States miltaries of 3079: AFFS got 26.1, CCAF has 19.8 and DCMS has 18.2. I'm pretty sure that LAAF is not in a better shape, and I'm not even talking about the sundered FWLM and other minor factions. FRs also indicate that providing transport even for these astonishingly low numbers of troops appears to be a problem. So, even if the pace of the Great Houses' rebuilding efforts will somehow catch up with the '50s-60s arms race rates (which, I'm sure, won't happen due to the severe damage military infrastructure and industry took during the Jihad), it will be directly tied to a number of produced Jumpships ('cause why would you need another five regiments of 'Mech, when all you can transport is a single battalion?), which, as we know, was low even in better times.

So, I guess, mercs, especially those that can boast their own transportation divisions, are likely to be a valuable asset for the Inner Sphere states in the times to come.
Title: Re: Mercenary Hall
Post by: Demon55 on 01 February 2011, 12:50:18
Nice to know we are staying in business despite Stone's bull poop!
Title: Re: Mercenary Hall
Post by: Rainbow 6 on 01 February 2011, 16:34:44
Mind you all we've seen in the DA books is merc's serving in the Republic, i'm assuming there are more active in the 'hotter' areas of the sundered FWL Regulus v Oriente, Regulus v Marik-Stewart etc, the Capellan/FedSuns border area, the Taurian/FedSuns border and the two DMZ's from the DA Map between the FedSuns/Combine and LyrCom/Jade Falcons.
Title: Re: Mercenary Hall
Post by: False Son on 01 February 2011, 18:34:25
TRO 3085 makes mention that Stone's military material redemption act is primarily to get all the random Jihad war material out of private hands and standardize RAF equipment.
Title: Re: Mercenary Hall
Post by: Deathknight69 on 03 February 2011, 19:06:57
That's good to know, but as a working Merc, he'll get'em when he can pry them from my cold, dead hands. Sorry folks, but this Merc is going to go where the C-Bills are. I'm gonna play by the Ares Conventions mind you, but I still have to pay my boys and girls' salaries, support costs, etc...
Title: Re: Mercenary Hall
Post by: Decoy on 03 February 2011, 19:22:50
Yeah. I keep on imagining the a character's probable reaction to that.

RoTS Officer: "Hi! Would you like to trade that Wasp in? If you do it today, we'll give you a bag of seed, some land on New Kyoto or Proserpina, and a shot gun to keep the wildlife from getting too frisky."

Merc Mechwarrior: "And if I don't do it today?"

RoTS: Officer: Well, then we turn your 'mech into scrap the fun way and you get sent to Proserpina, New Kyoto, or some other hellhole, just without the land, sack of seeds, or shotgun.

Merc Mechwarror: ****
Title: Re: Mercenary Hall
Post by: Klat on 03 February 2011, 19:39:01
Yeah. I keep on imagining the a character's probable reaction to that.

RoTS Officer: "Hi! Would you like to trade that Wasp in? If you do it today, we'll give you a bag of seed, some land on New Kyoto or Proserpina, and a shot gun to keep the wildlife from getting too frisky."

Merc Mechwarrior: "And if I don't do it today?"

RoTS: Officer: Well, then we turn your 'mech into scrap the fun way and you get sent to Proserpina, New Kyoto, or some other hellhole, just without the land, sack of seeds, or shotgun.

Merc Mechwarror: ****

[/macho voice]
1.) Never mess with another man's woman

2.) Never mess with another man's ego

3.) Never mess with another man's money

If you do, another man is gonna mess with you.
[macho voice]

The above is not mine, I don't remember where I heard it.

Seriously though, we know that mercs are being contracted by the RotS in the 3080s. I seem to remember that the MoC was hiring as well, though I can't remember where I read that. Also the Kell Hounds are farming out all kinds of work in the ARDC IIRC. I think the big boys (well maybe not the the Kell Hounds) are suffering. The small startups? I get the idea that's where it'll be at. Mercs are like punk rock, just because the scene sucks at any given moment doesn't mean it's dead.
Title: Re: Mercenary Hall
Post by: Demon55 on 03 February 2011, 20:12:23
Governments generally do not like people to be able to defend themselves against the government.   [copper]
Title: Re: Mercenary Hall
Post by: Top Sergeant on 03 February 2011, 22:44:38
I've had a merc regiment I use for OPFOR in a lot of games. Geez this thread made me realize I created them 15 years ago! IIRC I was inspired by Mechwarrior 2: Mercenaries. Love that game!

They are definately not cuttng edge, but they have managed to survive, and they're fun.
Title: Re: Mercenary Hall
Post by: Klat on 04 February 2011, 00:34:12
I've had a merc regiment I use for OPFOR in a lot of games. Geez this thread made me realize I created them 15 years ago! IIRC I was inspired by Mechwarrior 2: Mercenaries. Love that game!

They are definately not cuttng edge, but they have managed to survive, and they're fun.

That's pretty cool, nothing like a unit with a history you made  O0

And cutting (EDIT: cutting edge) mercs are no fun anyway  :P
Title: Re: Mercenary Hall
Post by: Demon55 on 04 February 2011, 10:51:36
Mechwarrior 2 Mercenaries was a game I did not want to end.
Title: Re: Mercenary Hall
Post by: Top Sergeant on 04 February 2011, 13:02:47
Mechwarrior 2 Mercenaries was a game I did not want to end.

Agreed.

Upgrade the graphics and lets carry on the storyline! And use actual mech mod rules!
Title: Re: Mercenary Hall
Post by: Demon55 on 05 February 2011, 00:10:49
And the real universe would be such a better place (moderators I apologize for mentioning the real universe).
Title: Re: Mercenary Hall
Post by: Reaver on 05 February 2011, 11:09:08
War doesn't end in the international scene, since war is the threat of coercive force being used to secure that which is yours.  So long as other nations pose a threat, the war continues, even if it doesn't entail actual fighting.

If they don't need me for actual fighting, they need me for garrison duty and raider hunting.  I can't imagine that the Fed Suns can adequately defend their lines with 30 regiments, even given the shortening of their lines in the Crucis periphery border.

That being said, I've got to say that the best employers I've seen are private employers and Periphery nations.  They aren't strong enough to company store me, they always need a good gunhand, and by extension, they're usually willing to pay a fair price for my services.
Title: Re: Mercenary Hall
Post by: Demon55 on 05 February 2011, 11:13:31
War doesn't end in the international scene, since war is the threat of coercive force being used to secure that which is yours.  So long as other nations pose a threat, the war continues, even if it doesn't entail actual fighting.

If they don't need me for actual fighting, they need me for garrison duty and raider hunting.  I can't imagine that the Fed Suns can adequately defend their lines with 30 regiments, even given the shortening of their lines in the Crucis periphery border.

That being said, I've got to say that the best employers I've seen are private employers and Periphery nations.  They aren't strong enough to company store me, they always need a good gunhand, and by extension, they're usually willing to pay a fair price for my services.

There are reasons I do not work for the DC.  If I had to, I would stock up on as much supplies as I could and hope they do not accidentally get used for target practice by my employer.
Title: Re: Mercenary Hall
Post by: Deathknight69 on 05 February 2011, 19:04:39
Very good pt. there Demon55. Reaver's reply has merit also. That's why I started this thread: For us dedicated Merc's to share info, swap stories, etc...
Title: Re: Mercenary Hall
Post by: Demon55 on 05 February 2011, 23:33:50
My units second contract was to harass the militia and mercenary garrison on a DC world.  It was a lot of fun.

Factions that get or try to get mercs with the company store thing are like venture capitalist jerks who try to take over the companies they invest in (feel free to correct me if I am wrong on this one).
Title: Re: Mercenary Hall
Post by: Klat on 05 February 2011, 23:41:30
My units second contract was to harass the militia and mercenary garrison on a DC world.  It was a lot of fun.

Factions that get or try to get mercs with the company store thing are like venture capitalist jerks who try to take over the companies they invest in (feel free to correct me if I am wrong on this one).

I actually ran an RPG campaign with the players working as mercs in the DC. I made a few "custom" versions of extant mechs (low grade field refits and a couple of omni loadouts) that I allowed them to take at a (very minor) discount without having the "owns vehicle" trait as "lease to own" units. Every unit was an ammo dependent, over priced machine that used equipment that no one wanted and was designed expressly to company store the characters. That the players so willingly took to some of the mechs was just hilarious; most jumped at the chance to take my custom Avatar loadout as the nice contracting rep reminded them that they could always purchase new pods later to customize the design to their tastes. The aforementioned Avatar had 2xUAC 5s and 2xMRM10s... yeah, they actually bought the (in character) sales pitch  ::)

We actually had a blast, the characters quickly realized that they were hired to act as the first wave in order to soften up the enemy so their "more honorable masters" could rack up kills. Needless to say the character's mechs took a beating every time, and in no time flat they were in debt up to their eyeballs. Once the characters realized there was no escape it quickly became a contest to show who was the most aggressive and insane pilot. A couple of them actually managed to customize their Avatars using stolen\captured pods  :D
Title: Re: Mercenary Hall
Post by: Reaver on 06 February 2011, 00:24:45
Yeah, our RPG merc outfit did pretty well for itself in the Chaos March.  We were essentially a reinforced company-sized unit (aerospace company, mech lance) that specialized in special ops.  Typically, we were picked up either for raid/extraction duty or for planetary garrison, since not many planets in the Chaos March have dedicated aerospace assets.  In one mission in particular, we destroyed a reinforced-company's worth of mechs and vehicles when the Capellans tried to annex the planet.

Unfortunately, we decided to accept a contract for what turned out to be a secondary objective in Operation: Bulldog.  Ordinarily, the Federated Suns is pretty generous about its salvage, but they brought in a particularly good negotiator who managed to seize all of our salvage.  Then our medium cavalry lance ran into a full light star commanded by a ristar.  We got smashed but good, and ultimately had to disband the unit.  I think technically we could have kept it afloat, but the loss, shall we say, exacerbated tensions between the PC's beyond the breaking point.  The merc commander refused to provide any means of transport for the downed mech of the chief NCO on the grounds that he'd acted negligently in turning an exposed flank to the enemy.  Effectively fired and dispossessed the NCO in one blow.
Title: Re: Mercenary Hall
Post by: Klat on 06 February 2011, 00:50:01
<snip>
The merc commander refused to provide any means of transport for the downed mech of the chief NCO on the grounds that he'd acted negligently in turning an exposed flank to the enemy.  Effectively fired and dispossessed the NCO in one blow.

OUCH!  #P

It's bad enough when you get taken for a ride on your contract, when the commander comes down on you like that things are really bad. So much for learning from the experience eh?

As an amusing aside to the campaign I mentioned above; the only character who did well for himself was one who took a stock DCMS mech that also happens to be available to mercs, the WVR-8K. The player paid all the points necessary to own it outright. The contract rep kept trying to find a way to nail him but unless the ammo goes up (which in the entire campaign it did not, which shocked me) a WVR-8K is a pretty good ride for a merc. When the campaign was over that character was the only one who was able to leave the DC.
Title: Re: Mercenary Hall
Post by: Deathknight69 on 06 February 2011, 01:24:34
Sounds like fun times guys. Keep the stories coming.
Title: Re: Mercenary Hall
Post by: Demon55 on 06 February 2011, 03:27:24
There are a few things I would do as a merc commander.  I would not allow my unit to by split up during combat (yes, I will detach a unit or two during training operations).  If I had to deal with a company store I would do as the PC with the Wolvie did, do everything necessary to buy it.  Also I would try to get as many ammunition independent machines as possible such as Crabs, Spiders, Awesomes, etc. 

Also try to minimize the amount of control the employer has over you. 

Keep a breakout clause in ever contract.
Title: Re: Mercenary Hall
Post by: Klat on 06 February 2011, 15:10:03
In our current campaign (where I actually get to play instead of GM, hooray!) my character is using a MAD-9W2. I've said it before and I'll say it again, the MAD-9W2 is the Marauder I thought I'd never love, but I've seen the light. Demon55 is absolutely right about using energy boats for mercs, being able to operate without regard to supply lines has saved my current character's butt a couple of times already as we're operating in the Secession Wars done small former FWL.

Another player in our group is using the GRF-4R, while it has an ammo based weapon that little mech has really shown itself to be one tough (to hit) customer as it bounces around backstabbing everybody.

In my experience thus far it would seem that working in the DC or former FWL really exacerbates the need to have energy weapons, though for very different reasons. In the current timeline the only other area where my group has played is in the ARDC, and we typically assume that ammo and resply is a non-issue when the Kell Hounds are running the show.
Title: Re: Mercenary Hall
Post by: Deathknight69 on 06 February 2011, 17:24:11
Yes, It seems that energy-based 'Mechs/Vee's/BA/Support Vee's are tailor made for Merc's.
Title: Re: Mercenary Hall
Post by: Klat on 07 February 2011, 00:49:08
Is it just me or are there just a few of us actively participating in this thread? Maybe there aren't as many mercs on these forums as I thought...

*and now for something completely different*

Anyone had a chance to try out that new WHD-10CT yet? I've got this bad habit of using mechs that mount C3 Slaves and never using C3  ::) Anyway, I thought it looked like a neat little merc mech as the only ammo based weapon on it is a SSRM6. Plus I can see where twin SNPPCs and a TC make for a wicked combo. I am however concerned about the lack of long range firepower combined with its lack of mobility.
Title: Re: Mercenary Hall
Post by: Deathknight69 on 07 February 2011, 01:01:26
Not me yet. As for C3's -> I love using the system. Check the design boards for a Mod Barghest I made for another new Jihad Tracks unit I'm gonna be runnin' here real soon. Gonna make some AToW Char's for the CO, XO, Head Tech and maybe the dropper CO. Gotta have a char. or two to interact w/ the GM type person when we get together.

As for the limited # of regular posting people in the thread, that's fine w/ me if only a few brave souls have the tenacity/balls to openly and honestly proclaim themselves to be a Mercenary  }:) [rockon].
Title: Re: Mercenary Hall
Post by: Klat on 07 February 2011, 02:19:59
I've really gotta start using C3, picking a (canon) master is usually a real chore for me. I'll have to take a look at that Barghest soon. What's sad is that I have plenty of mechs I use regularly that have slaves, the slaves end up just being filler  ::)

OmniMechs may also be a good choice for C3S\C3M carriers I suppose, though reading the IS Omni thread I'm beginning to wonder if there are many left.

As to the level of participation this thread is seeing; I guess I always thought there would be a lot more (or more vocal) merc players... Well, I've never been able to stick to a faction for any amount of time and I personally love the freedom and challenges of playing mercs, if others don't screw 'em (out of as much money as possable)
Title: Re: Mercenary Hall
Post by: Deathknight69 on 07 February 2011, 04:35:35
There is a Sunder Omni that mount 2 C3 Master's to command a company.
Title: Re: Mercenary Hall
Post by: Moonsword on 07 February 2011, 08:33:25
That looks like it ought to do the job.  I would note that they're getting increasingly strict about designs outside of the design boards, though.
Title: Re: Mercenary Hall
Post by: Klat on 07 February 2011, 13:40:30
It's always kinda surprised me that C3i didn't take off with mercs; just seems more their style with each unit contributing rather than one making the sacrifice to mount a C3M. I suppose C3i would be a simple enough refit on some C3S mechs like the MAD-5R, but losing the ECM would hurt.
Title: Re: Mercenary Hall
Post by: Demon55 on 07 February 2011, 14:15:06
I would guess in the jihad era C3 may be more common.  The longer it has been on the market the more likely I would expect a few to trickle down or be bought my mercs.
Title: Re: Mercenary Hall
Post by: Davout73 on 07 February 2011, 20:44:25
I found myC3's in the warehouse behind the flour....

Davout73
Title: Re: Mercenary Hall
Post by: Top Sergeant on 07 February 2011, 21:05:53
I sold my C3 so I could get the cash to fix my bloody mechs!
Title: Re: Mercenary Hall
Post by: Klat on 07 February 2011, 21:13:40
The brats on my dropper keep stealing mine to play trid-games on  :P

Another easy fix for units with slaves and no masters is to swap to TAG I suppose.
Title: Re: Mercenary Hall
Post by: Reaver on 08 February 2011, 00:38:13
There is a Sunder Omni that mount 2 C3 Master's to command a company.

Any Sunder I get is going to be immediately sold.  It's a fine mech, but I can buy an entire lance of Penetrators or 7M Thunderbolts for the price of one of those beasties.  It's just not worth it to keep it around.
Title: Re: Mercenary Hall
Post by: Fear Factory on 08 February 2011, 01:44:30
The Damned Scallywags REPORTING IN!!!  :D

What's all this talk about repairing 'Mechs?
Title: Re: Mercenary Hall
Post by: Klat on 08 February 2011, 10:44:01
The Damned Scallywags REPORTING IN!!!  :D

What's all this talk about repairing 'Mechs?

Glad to have you sir!

Repairs? I dunno, I just break the stuff. The techs are the ones who fix it. If I break it real good then they send me a bill for overtime. We have an understanding, me and the techs.
Title: Re: Mercenary Hall
Post by: Demon55 on 08 February 2011, 11:06:29
It is important to keep the support boys and girls happy. 

Also it is sad that most omnis need to be sold immediately, but money is life for us.  Besides there are so many nice standard IS mechs available.  My unit recently captured a Raijin, it will likely be sold to get some lights as one of my mech companies needs a dedicated scout lance.
Title: Re: Mercenary Hall
Post by: Top Sergeant on 08 February 2011, 15:27:49
The simple version of my merc regiment's organization.

(CS= Combat Support)
Title: Re: Mercenary Hall
Post by: Fear Factory on 08 February 2011, 15:34:08
Glad to have you sir!

Me too!

Repairs? I dunno, I just break the stuff. The techs are the ones who fix it. If I break it real good then they send me a bill for overtime. We have an understanding, me and the techs.

It is important to keep the support boys and girls happy.

Mine are pretty good.  If it's broke, they don't fix it, they just get by with slapping on a new rocket launcher or machine gun system laying around.  Then, I give them beer.  Lots and lots of beer.  AND women.
Title: Re: Mercenary Hall
Post by: Demon55 on 08 February 2011, 18:21:39
I should have said that differently.  Keep them happy (they get paid and fed not beaten) if they keep stuff working even the things the fighting boys and girls break.  If they refuse to do their jobs they can be motivated by discipline  [whipit], which will make them unhappy enough to work or they will be replaced.
Title: Re: Mercenary Hall
Post by: Rainbow 6 on 09 February 2011, 13:10:05
I should have said that differently.  Keep them happy (they get paid and fed not beaten) if they keep stuff working even the things the fighting boys and girls break.  If they refuse to do their jobs they can be motivated by discipline  [whipit], which will make them unhappy enough to work or they will be replaced.

It always pays to keep the boys and girls who handle the logistics happy.
Title: Re: Mercenary Hall
Post by: RedMarauder on 09 February 2011, 14:41:26
When i've enoyed being a merc it has always been at the head of my own unit.  Dealing with things like logistics, budget and so on are challenges sometimes in their own regard.  I've prefered the image of the mercenaries that have to keep getting contracts in order to keep going, over extremely prosperous units that can really pick and choose contracts.  But, then again, i've always liked having to deal with things like death letters and things like that.  There's no patriotic excuses for mercs, no one forces them to fight, so it sometimes brings up issues.

I agree wholeheartedly.  Funny, it helped me learn to manage my money when I HAD to keep track of that and learn to spend on needs instead of wants.  I saved quite a bit for that Volkswagon.
Title: Re: Mercenary Hall
Post by: Klat on 09 February 2011, 15:50:30
I agree wholeheartedly.  Funny, it helped me learn to manage my money when I HAD to keep track of that and learn to spend on needs instead of wants.  I saved quite a bit for that Volkswagon.

Me too. I took a couple of bookkeeping courses and I have to say that learning to manage a merc unit made the classes so much easier  :D

*Warning, I get a bit preachy below. Please consider this in character and don't take it too seriously. This is about merc finances not your finances, thanks.*   

[soapbox]

Managing the unit's consumables made me love energy weapons, and watching assorted leasing\financing schemes eat other units alive has been very educational. You know your unit is in trouble when you're just looking at the monthly payments. Note to mercs; your employer wants you to go into debt. The more debt you take on the more they own you. For mercs debt=slavery. For employers debt=money. That said, sometimes debt is an inevitable part of the profession. Be careful, and remember that mercs do it for money first and toys second.
Title: Re: Mercenary Hall
Post by: Top Sergeant on 09 February 2011, 16:09:03
I assume small arms power packs can be recharged from the fusion engines of the AFV's. Makes sense does it not?
Title: Re: Mercenary Hall
Post by: RedMarauder on 09 February 2011, 16:16:50
I think post-Jihad is a prefect time to command a small upstart mercenary unit:

* Most of the big names are gone from business forever or out for a while, so it's a chance to build a reputation for yourself, while not being intimidated or overshadowed by large, multi-regiment commands;

* Action is mostly small-scale, so chances are you won't get nuked by accident during a Capellan onslaught, or overrun, when a FedSuns RCT suddenly decide to strike your LZ with all its units simultaneously, or caught betweet two clashing armies, each deploying several regiments worth of 'Mechs. A BattleMech company is once again a formidable force to be reckoned with;

* Various state militaries are going through some serious rebuilding, so they probably will rely on mercs more (FedSuns already do, deploying small merc outfits in a new type of formation known as FedSuns Mercenary Commands, and even the Dragon seems to entrust mercs with the safety of their Dropship and Jumpship factories).

He's hit on a lot of reasons I chose the post-jihad period.  The market is wide open and ready to be filled.
Title: Re: Mercenary Hall
Post by: Klat on 09 February 2011, 16:56:50
He's hit on a lot of reasons I chose the post-jihad period.  The market is wide open and ready to be filled.

Absolutely agree 100% This is why the FMC concept is such a big deal to me; it's a much more logical way to hire mercs and provides for some serious RPG opportunities. I'm working on fleshing out my idea of "lease to own" mechs for another DC merc campaign and I think the FMC model may be a good way to introduce NPCs and rival units.
Title: Re: Mercenary Hall
Post by: Demon55 on 09 February 2011, 17:56:34
With the reduction in the militaries of the Successor States their can now be enough of a vacuum to be filled with us mercenaries.  The trick is for us not to do our jobs too well as we will find ourselves out of work.
Title: Re: Mercenary Hall
Post by: Requiem_for_a_Moth on 10 February 2011, 12:56:22
So should a post-Jihad merc unit still be using the old method of determining tech rating (as found in the Chaos Campaign rules and other sources)?

It seems (to me, but I have poor knowledge of such matters) that by this time standard level tech would be pretty much the norm, making B or A tech ratings easy to achieve.

I think Dread Moores Warchest system on the old forums used era of introduction to determing rating. Are there enough introductory level mechs still running around to make determining tech rating the old way remain useful, or should it be updated to reflect the influx of new technology?
Title: Re: Mercenary Hall
Post by: Klat on 10 February 2011, 13:56:16
So should a post-Jihad merc unit still be using the old method of determining tech rating (as found in the Chaos Campaign rules and other sources)?

It seems (to me, but I have poor knowledge of such matters) that by this time standard level tech would be pretty much the norm, making B or A tech ratings easy to achieve.

I think Dread Moores Warchest system on the old forums used era of introduction to determing rating. Are there enough introductory level mechs still running around to make determining tech rating the old way remain useful, or should it be updated to reflect the influx of new technology?

The Jihad era saw some strange things happen technologically. Undoubtedly many of the (few) remaining SW designs were destroyed while a plethora of new tech was spread everywhere. Heck, the Diamond Sharks are selling Phoenix Hawk IIC 7s to mercs. At the same time much of the manufacturing capacity and infrastructure was razed, forcing many to look to retro-tech designs in a desperate bid to get units to the field. For now I would say leave it alone as I think that a fair number of budget units have been forced "down tech" and IIRC some old (though not primitive) mechs are in production that are considered introductory rules.

I'm no expert though, and a dedicated thread will get you a better answer.
Title: Re: Mercenary Hall
Post by: OverKill on 11 February 2011, 12:40:03
We are starting off with the pre-clan invasion period with our games but after reading "Wolves on the Border" (which I just finished and LOVE) I can honestly say that my chances of working for Takashi Kurita are about zero... Z.E.R.O...

Those fools can barely keep their own realm together with all the scheming and scamming and plotting that the individual "Generals" and "Warlords" do. I mean really?!?!? Then to have a good guy have to commit seppuku cause he "failed" in killing his friend and destroying the dragoons? What a waste of good personnel.

I think I'd work for anyone but Kurita. No amount of ComStar-bucks could get me to change my mind either.
Title: Re: Mercenary Hall
Post by: False Son on 11 February 2011, 14:53:32
We are starting off with the pre-clan invasion period with our games but after reading "Wolves on the Border" (which I just finished and LOVE) I can honestly say that my chances of working for Takashi Kurita are about zero... Z.E.R.O...

Those fools can barely keep their own realm together with all the scheming and scamming and plotting that the individual "Generals" and "Warlords" do. I mean really?!?!? Then to have a good guy have to commit seppuku cause he "failed" in killing his friend and destroying the dragoons? What a waste of good personnel.

I think I'd work for anyone but Kurita. No amount of ComStar-bucks could get me to change my mind either.

It's a little more complicated than that.  Bear in mind that the DC and WDs were largely good friends in terms of mercenary-employer relationships.  The problem really was Samsanov and Takashi.  The Coordinator already backed Samsanov when he embarrsed another Warold (the name escapes me) and from that point on, in order to not look like he made a mistake by backing Samsanov, Takashi stood behind many of the man's inhumane choices.  It was really a case of trying to save face.

Also keep in mind that just prior to the 4th SW the DCMS was the most feared military in the Inner Sphere.  With the Dragoons in their service and the building of the Ryuken the DC was poised to be a big deal.  However, the atrocites commited by Samsanov and the sometimes irrational and vague nature of Bushido meant that even though the entire DCMS is not a monolithic organization that cheered on the murder of Dragoon dependants, the entire DCMS would have to obediantly shoulder the responsibility.

By Wolf Pack there is some more insight to how Takashi actually fealt toward the whole mess.  He was repulsed by Samsanov's tactics, but was bound to hold a vendetta against Wolf for the insults suffered.  Sad really.  Even Teddy K, who really couldn't give a hoot about Takashi's code still told Wolf he would pursue it to the most terrible ends if Wolf didn't let go.  It says alot not only of the Dragon, but also of human nature, stubborness and the variations of the definitions of honor.
Title: Re: Mercenary Hall
Post by: RedMarauder on 11 February 2011, 15:24:13
I only worked for them once, but that's how I got my pair of Sai areofighters.  They were part of the payment for our contract, which was a particularly dangerous raiding contract.  Other than that, I don't think I'd work for them again, given that they've already once tried to murder off all the mercs in the Inner Sphere.  Whose to say some nutjob Kurita leader wouldn't try it again.
Title: Re: Mercenary Hall
Post by: OverKill on 11 February 2011, 15:43:12
It's a little more complicated than that.   

I can hardly wait. I have the first 16 books (in terms of order of events and timeline) already bring shipped and arriving bit by bit. That stretches from sword and dagger to wolfpack I believe.
Title: Re: Mercenary Hall
Post by: Dread Moores on 11 February 2011, 16:39:29
I think Dread Moores Warchest system on the old forums used era of introduction to determing rating.

It did, sorta. I used era, as the eras are now used on BT products. It easily correlates to most TROs, and I found it quite a bit easier (which was important to me, perhaps not everyone). And yeah, I'm pretty much in agreement about the Intro tech being common enough to see higher tech rating units as common post-Jihad. Simple refits for even things like double heat sinks or FF or what-have-you are going to be fairly easy with the salvage generated from the Clan Invasion moving forward.

Which reminds me: I really need to go back and finish that new version of the Campaign System at some point.
Title: Re: Mercenary Hall
Post by: Deathknight69 on 11 February 2011, 18:19:11
Quote
Which reminds me: I really need to go back and finish that new version of the Campaign System at some point.

That's sounds like a great idea DM. I'm looking forward to it.

The D.C. can be a notoriously bad Merc employer until Teddy K's reforms. Then they marginally improve to something resembling decent (YMMV). Just depends on how "canon" you do things.  I've been on both sides of that coin w/ the D.C. The first time was a 3025 era unit that took a contract for garrison duty on the Rasalhague District/Steiner border. We got stomped by the 10th Lyran Guard. The next time was during Op Bulldog. We kicked Smoke Jag ass and made off w/ a haul salvage-wise.
Title: Re: Mercenary Hall
Post by: Requiem_for_a_Moth on 11 February 2011, 21:35:00
Which reminds me: I really need to go back and finish that new version of the Campaign System at some point.

Please do!
Title: Re: Mercenary Hall
Post by: Demon55 on 12 February 2011, 11:05:49
There are programs other than excell and word that I can use to keep track of my unit's stuff...Cool, where can I find them?
Title: Re: Mercenary Hall
Post by: Davout73 on 12 February 2011, 11:07:24
There are programs other than excell and word that I can use to keep track of my unit's stuff...Cool, where can I find them?

OpenOffice had word and excel compatible programs that work very well.  If your proficient with Office you can transition over to OpenOffice with little trouble IMO.

Davout73
Title: Re: Mercenary Hall
Post by: Requiem_for_a_Moth on 12 February 2011, 13:18:18
There are programs other than excell and word that I can use to keep track of my unit's stuff...Cool, where can I find them?

I'm working on an Access database* that should do almost all the calculations involved with keeping track of a unit (using the Warchest system).

Of course, if your problem is not having MS Office programs, that won't help, and I second th idea to use Openoffice with the Excel spreadsheets. That's what I did for a while until I got my student  MS Office CD.

*no ETA on this yet--I'm doing this partly to teach myself how to use Access better since we use it a lot where I work, so it might take a while to get everything working.
Title: Re: Mercenary Hall
Post by: Klat on 12 February 2011, 13:50:11
^
Understanding that the ETA on that Access database is up in the air please do keep us updated on it. That sounds like a great idea and I think it could be really handy.

The D.C. can be a notoriously bad Merc employer until Teddy K's reforms. Then they marginally improve to something resembling decent (YMMV). Just depends on how "canon" you do things.  I've been on both sides of that coin w/ the D.C. The first time was a 3025 era unit that took a contract for garrison duty on the Rasalhague District/Steiner border. We got stomped by the 10th Lyran Guard. The next time was during Op Bulldog. We kicked Smoke Jag ass and made off w/ a haul salvage-wise.

One of the reasons I enjoy playing DC merc campaigns is because they have such a rep for being rat bastards. It ain't a merc campaign with me unless your employer screws you twice!  O0
Title: Re: Mercenary Hall
Post by: Demon55 on 12 February 2011, 22:18:19
I do have MS office.  I just do not really have the time to deal with the finer details such as parts and supplies, which I would like to, but also do not have the equations for such management.
Title: Re: Mercenary Hall
Post by: Dread Moores on 13 February 2011, 10:27:37
Then definitely look at the Warchest system. The complexity of supplies goes right out the window with that.

Edit: I should rephrase that. That isn't meant to pimp my own changes to the system. I really think the Chaos Campaign Warchest system is brilliant, and exactly what BT needed. Then again, I don't really prefer AccountTech. So that was meant to pimp the Chaos Campaign PDF. Now back to your regularly scheduled mercenary negotiations.
Title: Re: Mercenary Hall
Post by: Davout73 on 13 February 2011, 10:53:51
Keep an eye out for the 2.0 version of Makinu's solo campaign system.  Very solid, and very customizeable as well.

Davout73
Title: Re: Mercenary Hall
Post by: Demon55 on 13 February 2011, 11:26:01
Is this the warchest system you mentioned?

http://www.scrapyardarmory.com/2011/02/03/chaos-campaign-warchest-calculators/

Can you guys point me towards any other sites?
Title: Re: Mercenary Hall
Post by: Dread Moores on 13 February 2011, 13:09:45
http://www.battlecorps.com/catalog/product_info.php?cPath=27_35_213&products_id=2162 (http://www.battlecorps.com/catalog/product_info.php?cPath=27_35_213&products_id=2162)

That's where the rules for Chaos Campaign can be found (or alternately, if you have Dawn of the Jihad or Blake Ascendant, the rules can be found in that book). I don't think I reposted my older version of the modifications I did to that system, here on the new forums. I'll try to remember to do that shortly.

Edit: The link you mentioned is a great tool if you are using the vanilla Chaos Campaign system (linked at the top of this post).
Title: Re: Mercenary Hall
Post by: Deathknight69 on 13 February 2011, 20:00:19
I've got a quick question for y'all: How many of us have or will post our non-canon merc units on the boards? I know I've put about 10 or so units on the boards. It seems like every time the boards get stomped by idiot hacker types, I end up creating new units to run and post. I have a unit now, I just haven't gotten off my lazy backside to post it yet, lol :D.  I know that there's a way to look for the archives, I'm still lazy and wifey keeps me busy lately.
Title: Re: Mercenary Hall
Post by: Dread Moores on 13 February 2011, 20:16:42
http://www.classicbattletech.com/forumarchive/ (http://www.classicbattletech.com/forumarchive/)

That's the archive address. I've posted up a number on the old boards, but currently have no game going. I'm likely to start one again, once I wrap some other odds and ends up (and once 3085 units are in MM). I've been itching to do some dark age Republic things for a while, and it's finally feasible with TRO 3085.
Title: Re: Mercenary Hall
Post by: Davout73 on 13 February 2011, 21:21:26
I've been posting the exploits of my unit in the fanfic thread, once the curent part of the story ends I was going to post a TO&E and the like.  I had a post with some of the mech mods the unit has, maybe I should do that again.

Davout73

I've got a quick question for y'all: How many of us have or will post our non-canon merc units on the boards? I know I've put about 10 or so units on the boards. It seems like every time the boards get stomped by idiot hacker types, I end up creating new units to run and post. I have a unit now, I just haven't gotten off my lazy backside to post it yet, lol :D.  I know that there's a way to look for the archives, I'm still lazy and wifey keeps me busy lately.
Title: Re: Mercenary Hall
Post by: Deathknight69 on 13 February 2011, 21:59:36
@Davout73: -> I've done that before but lately haven't had the time to concentrate that heavily on BT/AToW. RL does get in the way sometimes and I'm casually been looking @ AToW trying to get a handle on things.
Title: Re: Mercenary Hall
Post by: Joshua D on 15 February 2011, 01:00:57
So, I got my start in MWDA, but switched pretty quickly over to CBT before I really dove into the game.  Looking on the warrenborn website, I noticed they have Grey Death Legion units.  Is the GDL reborn in the dark age?
Title: Re: Mercenary Hall
Post by: Demon55 on 15 February 2011, 10:03:39
The GDL was pretty much annihilated, Grayson's son was with the Lyran military at the time though. 
Title: Re: Mercenary Hall
Post by: False Son on 15 February 2011, 12:36:31
So, I got my start in MWDA, but switched pretty quickly over to CBT before I really dove into the game.  Looking on the warrenborn website, I noticed they have Grey Death Legion units.  Is the GDL reborn in the dark age?

The Legion's military units were all but wiped out on Hesperus II.  However, the technical staff started Gray Death Technologies with start up money from Tom Leon's family.  GDT produced the Gray Death series of battle armors until they were destroyed by the Blakists during the Jihad.  After that, I don't know who picked up production.
Title: Re: Mercenary Hall
Post by: Reaver on 15 February 2011, 13:34:18
So, I got my start in MWDA, but switched pretty quickly over to CBT before I really dove into the game.  Looking on the warrenborn website, I noticed they have Grey Death Legion units.  Is the GDL reborn in the dark age?

If the GDL were any deader, it would have to be reanimated so they could kill it again.
Title: Re: Mercenary Hall
Post by: Joshua D on 15 February 2011, 13:47:46
Oh, I know its dead now.  I just saw that there was a GDL section here: http://www.warrenborn.com/UnitSection.html and was wondering if for some reason they are going to be revived.
Title: Re: Mercenary Hall
Post by: Klat on 15 February 2011, 22:10:17
Oh, I know its dead now.  I just saw that there was a GDL section here: http://www.warrenborn.com/UnitSection.html and was wondering if for some reason they are going to be revived.

Looks to me like they're using the GDL insignia to represent "Gunslingers" which if I'm not mistaken are independent mercs.

Wasn't there a time when Gunslingers were the best duelists in the SLDF? Anyway, from what I can tell in the DA they're mercs as the "Copperhead" Mangonel is a 21st Centauri Lancers unit and the "Blitz" Jade Hawk is a 'goons unit.

I miss the GDL, but I think it was just their time  :'(
Title: Re: Mercenary Hall
Post by: False Son on 16 February 2011, 01:18:14
As to why they weren't revived.  Financial insolvency sounds like a good reason.  GDL had such a terrible reputation in the mercenary community that they might as well go by another name.  We may all love them, but remember that if GDL was reformed it would just be a name.  Even Alex isn't anything close to his father.  Without McCall, Lorrie and the other old bloods like Powers and Leone the soul of the Legion is gone.

Said it once, i'll say it again: Let the dead rest in peace.
Title: Re: Mercenary Hall
Post by: Demon55 on 16 February 2011, 15:46:21
As to why they weren't revived.  Financial insolvency sounds like a good reason.  GDL had such a terrible reputation in the mercenary community that they might as well go by another name.  We may all love them, but remember that if GDL was reformed it would just be a name.  Even Alex isn't anything close to his father.  Without McCall, Lorrie and the other old bloods like Powers and Leone the soul of the Legion is gone.

Said it once, i'll say it again: Let the dead rest in peace.

Let's see:  Desertion, treason, insubordination, just to name a few.  I am sure others can be more specific.
Title: Re: Mercenary Hall
Post by: OverKill on 16 February 2011, 15:50:37
Let's see:  Desertion, treason, insubordination, just to name a few.  I am sure others can be more specific.

That's what makes them so lovable. I'm a fan of the Black Widows just cause of the fact that they were the dregs of the dragoons and cause natasha is a naughty little
Clanner ;)
Title: Re: Mercenary Hall
Post by: Davout73 on 16 February 2011, 15:52:26

Quote
Let's see:  Desertion, treason, insubordination, just to name a few.  I am sure others can be more specific.

When did we start talking about Wolf's Dragoons?

 ;)

Davout73
Title: Re: Mercenary Hall
Post by: Demon55 on 16 February 2011, 15:52:53
It is nice to remain hire able though. 
Title: Re: Mercenary Hall
Post by: JAMES_PRYDE on 19 February 2011, 06:39:57
My 27th RCT works only for noble causes, when not generally peacekeeping...

ROTS, Davion, RD
Title: Re: Mercenary Hall
Post by: Rainbow 6 on 19 February 2011, 07:02:46
My 27th RCT works only for noble causes, when not generally peacekeeping...

ROTS, Davion, RD

Morals are all well and good but they don't always pay the bills.
Title: Re: Mercenary Hall
Post by: Demon55 on 19 February 2011, 11:29:48
SGT. Schlock (to recruits): "Repeat after me...  Morality pays poorly."

Recruits (in unison):  "Morality pays poorly!"
Title: Re: Mercenary Hall
Post by: False Son on 19 February 2011, 12:23:27
My 27th RCT works only for noble causes, when not generally peacekeeping...

ROTS, Davion, RD

In a universe of moral relativism?  You must have lots of contracts to choose from.
Title: Re: Mercenary Hall
Post by: Demon55 on 19 February 2011, 14:17:11
And variety is the spice of life.  A merc needs to be prepared for anything.
Title: Re: Mercenary Hall
Post by: Dread Moores on 27 February 2011, 10:26:46
For those who asked about it before, I reposted the Campaign System. Working on an updated, simpler version.
http://www.classicbattletech.com/forums/index.php/topic,2355.0.html (http://www.classicbattletech.com/forums/index.php/topic,2355.0.html)
Title: Re: Mercenary Hall
Post by: Deathknight69 on 27 February 2011, 17:08:35
Thanks DM, Looking forward to the updated version  :).
Title: Re: Mercenary Hall
Post by: Dread Moores on 28 February 2011, 17:25:09
So for all you waiting, updated version is done. More details in the thread. If you want to jump right there, the link in my sig goes to the most current version. Workbook coming soonish!
Title: Re: Mercenary Hall
Post by: Deathknight69 on 02 March 2011, 04:06:34
Awesome, Will take a look soon.
Title: Re: Mercenary Hall
Post by: Deathknight69 on 17 March 2011, 18:14:01
Since I started this, I'm gonna bump it  :).

I'm working on another new unit (albeit slowly) for you all to amuse/critique/etc yourselves with.
Title: Re: Mercenary Hall
Post by: Klat on 17 March 2011, 23:14:47
I suppose I've been complacent in keeping this thread going...

Here's a question; where can I find info on the Heart of Blake? They're mentioned in FR:FWL and I find it interesting that known blakists could find merc work.

Also telling that the mercs in that book are all 100% upgraded.
Title: Re: Mercenary Hall
Post by: Deathknight69 on 18 March 2011, 01:48:23
I know that some of the Mercs:Supp. had info on the HoB. I don't have any FR:'s yet so...
Title: Re: Mercenary Hall
Post by: Top Sergeant on 18 March 2011, 06:23:42
I suppose I've been complacent in keeping this thread going...

Here's a question; where can I find info on the Heart of Blake? They're mentioned in FR:FWL and I find it interesting that known blakists could find merc work.

Also telling that the mercs in that book are all 100% upgraded.

But at 80% strength.
Title: Re: Mercenary Hall
Post by: Klat on 18 March 2011, 09:50:55
But at 80% strength.

True, but they still have nice toys  :P

Thinking about it that makes a certain kind of sense; the industrial capacity of the former FWL states is still pretty darn good (under the circumstances) and odds are that some payment has to take the form of new hardware. The MAD-9M2 may be getting sold at a discount but I bet it makes a nice form of payment for some merc work.

I think the former FWL may be my new favorite place to play mercs, it really has a feeling of the SWs on a smaller scale and with some cool new mechs that lack CASE (ok, two that I can think of... work with me here) an ammo hit really has that SW feel again (kind of warm, then really really hot, then auto eject kicks in and you realize you've now got burns to go with your newly compressed spine and massive debt). Good times.

I know that some of the Mercs:Supp. had info on the HoB. I don't have any FR:'s yet so...

I'll have to do some digging, thanks DK.
Title: Re: Mercenary Hall
Post by: Dread Moores on 18 March 2011, 12:36:02
Here's a question; where can I find info on the Heart of Blake?

pg. 69 FMMercsSuppUpdate (FM: Mercenaries, Supplemental Update). That's the only full unit write up I know of them. They are also mentioned in some of the JHS books, but I can't recall which ones specifically.
Title: Re: Mercenary Hall
Post by: Demon55 on 18 March 2011, 13:16:14
I just have the Field Manual Mercenaries are the other mercenaries manuals worth getting?
Title: Re: Mercenary Hall
Post by: Rainbow 6 on 18 March 2011, 14:43:59
Yes definatly, they update the units in the original and add new ones.
Title: Re: Mercenary Hall
Post by: Top Sergeant on 18 March 2011, 14:48:50
Give 'em the Wolverine 7M.

It doesn't look this way on paper but on the table it has always been a butt-kicking beast. It just won't die!
Title: Re: Mercenary Hall
Post by: Klat on 18 March 2011, 15:44:29
Give 'em the Wolverine 7M.

It doesn't look this way on paper but on the table it has always been a butt-kicking beast. It just won't die!

Did I miss something?

Yes definatly, they update the units in the original and add new ones.

Seconded, the writeups are well done and the updates on hiring halls are handy.
Title: Re: Mercenary Hall
Post by: RedMarauder on 18 March 2011, 15:50:29
War doesn't end in the international scene, since war is the threat of coercive force being used to secure that which is yours.  So long as other nations pose a threat, the war continues, even if it doesn't entail actual fighting.

If they don't need me for actual fighting, they need me for garrison duty and raider hunting.  I can't imagine that the Fed Suns can adequately defend their lines with 30 regiments, even given the shortening of their lines in the Crucis periphery border.

That being said, I've got to say that the best employers I've seen are private employers and Periphery nations.  They aren't strong enough to company store me, they always need a good gunhand, and by extension, they're usually willing to pay a fair price for my services.



aaaaaaagreed O0.  I prefer working for the Canopians or the Taurians.  Both need mechs in their forces and they tend to pay pretty well for the services.  And as an added bonus, they often give you a few perks as a merc mechwarrior to make reentering service with them more appetizing.  The largest downside is lack of adequate endo steel supply, as well as some other more advanced equipment, but you can always steal/salvage those ::).
Title: Re: Mercenary Hall
Post by: Demon55 on 18 March 2011, 18:54:00
Or bring your own stockpile (if you can).
Title: Re: Mercenary Hall
Post by: Southern Coyote on 18 March 2011, 19:42:47
I guess this is as good a place as any to ask this question:

I'm working on a Kell Hounds force, and I have a question in regards to their using combat vehicles.

According to FM: Mercenaries Revised, the Hounds use Mech, Aerospace, and Infantry/BA armor forces.  Do the Hounds use tanks and other combat vehicles?
Title: Re: Mercenary Hall
Post by: Klat on 18 March 2011, 20:33:29
I guess this is as good a place as any to ask this question:

I'm working on a Kell Hounds force, and I have a question in regards to their using combat vehicles.

According to FM: Mercenaries Revised, the Hounds use Mech, Aerospace, and Infantry/BA armor forces.  Do the Hounds use tanks and other combat vehicles?

AFAIK they do not. Perhaps some light troop carriers for the infantry\BA, though I can find no reference to that either. TBH I don't know how they move their infantry\BA once planetside.  ::)
Title: Re: Mercenary Hall
Post by: Southern Coyote on 18 March 2011, 20:43:53
According to FM: Mercs Revised, the Kell Hounds use BA and Infantry, and all of the regular infantry have some form of specialization, like demolitions.  I just couldn't figure out if they employed combat vehicles or not. 

I thought they didn't, but I wanted to be sure...
Title: Re: Mercenary Hall
Post by: Moonsword on 19 March 2011, 17:17:36
AFAIK they do not. Perhaps some light troop carriers for the infantry\BA, though I can find no reference to that either. TBH I don't know how they move their infantry\BA once planetside.  ::)

They're almost certainly using unarmed or only lightly armed transports of some sort, something that slides under the radar as far as the Field Manual is concerned.  It wouldn't be hard to justify an old Seeker with a reinforced company of infantry, their transports, and the logistics trucks and the like to supply a unit on the move without moving the DropShips into the field.  Jump infantry very likely can't sustain that sort of thing indefinitely and we know battle armor can't, making it more likely to my mind.  Keep in mind that the Field Manuals are not a comprehensive order of battle the way the old FASA Mercenary Handbook offered for some units.
Title: Re: Mercenary Hall
Post by: Klat on 22 March 2011, 18:20:19
^At this point I think Moonsword is hardwired into a massive datacore... maybe something like a Microsoft Metamind:

(http://www.experience-it-all.com/wp-content/uploads/2009/07/Penny-Arcade.jpg)



And now for something completely different: In my never ending journey to find the perfect merc dropper I've started considering the Trojan (from Blake Documents). Would the Trojan be a viable way to move mechs? Also what should go in the small craft bays? I'm thinking low intensity drops in and around the former FWL.
Title: Re: Mercenary Hall
Post by: Moonsword on 22 March 2011, 19:42:54
Just a mind with an odd penchant for calling up facts and ready access to the PDFs on my hard drive.

The Trojan is not a 'Mech carrier for combat purposes.  You need 'Mech bays for that job.  If you're looking for something to a little more securely move supplies or cargo (including 'Mechs stowed as cargo), the Trojan is a good thing to slip into the fleet train but be aware that this is a modestly armed transport, not a combatant.  The Leopard has heavier armor and comparable weapons.
Title: Re: Mercenary Hall
Post by: Klat on 22 March 2011, 23:38:42
^Another thing I didn't think about with the Trojan is that 'Mech maintenance\repair\refits would be a real problem without 'Mech bays...

Yeah, prolly not as good an idea as I thought  :-\

No matter what I'm turned to the Union again.
Title: Re: Mercenary Hall
Post by: Moonsword on 23 March 2011, 08:42:19
Well, in theory you could fit 'Mech bays to one.  I was addressing the stock version with that and, taking Cray's comments on the boards at various times about the design problems with DropShips and a few bits in StratOps into consideration, probably a simpler change than addressing the structural integrity and armor question.  (Caveat: Those are not canon.)  I'm not aware of canon DropShip refit rules off the top of my head.

That said, I honestly wouldn't be surprised to find such a modification out in the Periphery.  The problem is that the first time you face a hostile insertion scenario against someone with so much as a squadron of MechBusters, you're going to get shot to pieces.  If that squadron manages to put all the AC/20 fire into one location in a single pass, the Trojan is potentially vaped in a single pass.  It's unlikely and I'd imagine the 'Busters are going to be short at least one plane when they land.  It's possible, though, and the implications for interception by something hardier (Lightnings, say) that can stand up to the DropShip's fire for a few turns and has something other than just one AC/20 with limited ammo are chilling.  Someone willing to take the losses could do a lot of damage with the various heavy strike fighter models, too.
Title: Re: Mercenary Hall
Post by: RedMarauder on 23 March 2011, 14:29:01
Fortresses are great, but if it's going on int he Periphery, your going to have problems finding the parts for them.  Even the older models without some much as one upgrade, would be a bit of a problem unless you took contracts with Davion and Steiner.
Title: Re: Mercenary Hall
Post by: Moonsword on 23 March 2011, 14:42:17
Finding parts for the Fortress is a general problem, not just in the Periphery.  Even after they were able to resume major manufacturing, Semier was forced to switch engine types, meaning the older hulls are going to be increasingly hard to maintain, and most of them already have a lot of systems failures which may indicate a shortage of spares for the hardware aboard and likely a series of jury-rigs that are themselves having trouble.
Title: Re: Mercenary Hall
Post by: Demon55 on 24 March 2011, 10:11:48
Do not buy a ship that it is hard to find parts for.
Title: Re: Mercenary Hall
Post by: Moonsword on 24 March 2011, 10:15:34
The Medusas evidently have some luck with them but then, they're an aerospace outfit working for the Federated Suns, which is one of the states in a better position to maintain their Fortress fleets.
Title: Re: Mercenary Hall
Post by: Klat on 24 March 2011, 17:44:57
In the end I really think you can't go wrong with the Union (all credit goes to Moonsword for that revelation), assuming you want to transport mechs of course. The Fortress is a fine dropper, though I wish it had ASF bays and provisions for BA (like a bigger Union-X) and as was already mentioned it's becoming rare for a reason.
Title: Re: Mercenary Hall
Post by: RedMarauder on 27 March 2011, 09:42:58
The Union is still an great standby to consider.  12 mechs, two aerospace fighters isnt' too shabby for a force to start with.  Their weapons may not be the best of the best, but they'll discourage anyone from getting too close and when they do, it'll chew'em up nicely.  The Fortress is a personal favorite because it can lob those pretty, pretty Long Tom shells, has great armor, and even better weapons.  If it wasn't for the parts issue...
Title: Re: Mercenary Hall
Post by: Deathknight69 on 27 March 2011, 15:25:28
Well then, if you have a Fortress, do what you can to protect it and try to secure a line on spare parts/upgrades from any potential employer. I know it sounds hard, but it can be done w/ good luck, good rp-ing and a forgiving/decent GM.
Title: Re: Mercenary Hall
Post by: Reaver on 27 March 2011, 19:24:56
Can't you modify the bays with some elbow grease?  In our current campaign, we've modified a Seeker to carry an aeropace squadron and mech company.  Even with the added time to launch the fighters, it's proven to be worth the cost in time and effort; the Seeker's a great ride for orbital insertions and strategic hops because of its high top speed.
Title: Re: Mercenary Hall
Post by: Moonsword on 28 March 2011, 07:18:09
Can't you modify the bays with some elbow grease?  In our current campaign, we've modified a Seeker to carry an aeropace squadron and mech company.  Even with the added time to launch the fighters, it's proven to be worth the cost in time and effort; the Seeker's a great ride for orbital insertions and strategic hops because of its high top speed.

You can to some extent but there's some very vague fluff limits to what you can do and what's practical with different hulls.  The fact that there are probably umpteen different build styles of the various major DropShips doesn't help anything, nor does the relatively poor maintenance on a lot of ships in certain time periods.  It's something the GM has to adjudicate on a case by case basis since we don't have any rules for it and the vagueness gives them room and justification to call things how they see them.  That said, Seekers are, like the Auroras, much more configurable than usual in fluff terms.  On most DropShips, it's apparently rather more of a headache than it is with those two.

On a side note, I believe you're referring to the Seeker's 5/8 acceleration curve, not its speed.
Title: Re: Mercenary Hall
Post by: Demon55 on 29 March 2011, 10:27:58
Does any one have any suggestion for a good dropper to back up an Overlord class?  I need something to hold a few infantry platoons, and about a company of mechs and vehicles plus some cargo room.
Title: Re: Mercenary Hall
Post by: Marwynn on 29 March 2011, 10:41:34
A Fortress would work, it can hold a company of Heavy Vees and 'Mechs and 3 platoons. Only 300 tons of cargo, but on the plus side it carries a Long Tom on its nose.
Title: Re: Mercenary Hall
Post by: Reaver on 29 March 2011, 13:02:15
Does any one have any suggestion for a good dropper to back up an Overlord class?  I need something to hold a few infantry platoons, and about a company of mechs and vehicles plus some cargo room.

Fortress is good.  Hamilcar could work if you're willing to go with an aerodyne and have some high-level contacts in the FWL after about 3054.  If it's a single company of mixed mechs/vehicles, then you could modify a Union to carry that much.  I don't beleive it would be too hard to convert a mech bay to a vehicle bay; I imagine given the dimensional difference it's hard to convert v to mech rather than the reverse.
Title: Re: Mercenary Hall
Post by: RedMarauder on 29 March 2011, 13:08:37
The only thing about the fortress is the parts problem.  I'm thinking my choice for one was bad one just for that fact.
Title: Re: Mercenary Hall
Post by: Moonsword on 29 March 2011, 15:47:32
The only thing about the fortress is the parts problem.  I'm thinking my choice for one was bad one just for that fact.

If you can find parts, that's a fine choice.  Steiner and Davion (in that order) are the ones most likely to be able to sell them to you at reasonable rates.
Title: Re: Mercenary Hall
Post by: Klat on 29 March 2011, 20:18:47
On another topic; has anyone checked out the MUL yet? Any thoughts on how this may affect your unit choices?

While I was disappointed (though not surprised) to see that my beloved MAD-5R didn't make the merc list I was thrilled to see the Thor and Loki (in various configurations) listed as "Merc General" (though they're also "IS General" which shouldn't come as a shock). I was also happy to see the DFN-3T made the merc list and I'm seriously looking at the WHM-11T now.

As for ASFs I wasn't overly surprised by anything save for the Poignard going to mercs, I don't mess with ASFs enough to know a good fighter from a bad one but it sure looks interesting.

However, two things did make my jaw drop; the Hellstar is available to Wolf's Dragoons and the Kell Hounds but is not listed as "Merc General" though it is "IS General." I don't think such a designation makes it available to mercs in general but the big scary mercs just got a big scary mech. The other "whoa" moment came when I saw that the Kopis is "ME" (Merc, nonspecific)  [drool] Sure the Kopis is hard to move around but two MLs with 30 shots each make for some seriously scary BA.
Title: Re: Mercenary Hall
Post by: luky7evens on 30 March 2011, 05:34:49
Hello all

Commander of the 7th death Dealers reporting in.

I don't thing I have played anything else but mercs.
Title: Re: Mercenary Hall
Post by: Klat on 30 March 2011, 09:00:10
Hello all

Commander of the 7th death Dealers reporting in.

I don't thing I have played anything else but mercs.

Well met, pull up a chair. Another toast to humanity's second oldest profession.  [cheers]
Title: Re: Mercenary Hall
Post by: Demon55 on 30 March 2011, 10:05:27
 Welcome luky7evens to the hall of those that understand loyalty to a nation is often bad for ones health.[cheers]

Not that our chosen fictional profession is very safe, we are just smart about it and try to make our money from it.   ;D
Title: Re: Mercenary Hall
Post by: Southern Coyote on 30 March 2011, 10:07:29
Heres a good question for my fellow mercs:

Where do you call home and why?  Kell Hounds? Wolf's Dragoons? Your own company?

Title: Re: Mercenary Hall
Post by: Moonsword on 30 March 2011, 10:09:39
If I'm doing something like that, usually it's as a smaller operator on the fringes of established operations.  More flexibility to go my own way and be part of a story that has nothing to do with the big names.
Title: Re: Mercenary Hall
Post by: Klat on 30 March 2011, 12:26:28
For some time I've played my own (small) merc command. Recently I've decided to have a go with the 'goons and their Black Widow Company Wolf Spider Battalion, hence my change of avatar. I'm still trying to figure out if they're still organized into stars or if they've gone to lances. I figure I'll just play them any way I please  :D

My recent decisions aside my personal command started life on Galatea, followed the contracts\money to Outreach, narrowly missed condition feral while on contract and managed to (just barely) survive the Jihad and move back to Galatea. I don't know what the future holds for that old command.

Right now I'm trying to put together some post Jihad\Dark Age Wolf Spiders characters and I really don't know where "home" will be for them yet. However, reading the 9/16/3133 INN article on Outreach gives me a few ideas...
Title: Re: Mercenary Hall
Post by: RedMarauder on 30 March 2011, 13:42:25
Well met, pull up a chair. Another toast to humanity's second oldest profession.  [cheers]

The prostitutes did follow the armies...but they operated during peacetime as well ::).
Title: Re: Mercenary Hall
Post by: Klat on 30 March 2011, 14:14:43
The prostitutes did follow the armies...but they operated during peacetime as well ::).

That's how we get more mercs! What a business model...
Title: Re: Mercenary Hall
Post by: Rainbow 6 on 30 March 2011, 15:48:10
Well we have to spend the bonus' on something  ;)
Title: Re: Mercenary Hall
Post by: Marwynn on 30 March 2011, 17:36:29
Heres a good question for my fellow mercs:

Where do you call home and why?  Kell Hounds? Wolf's Dragoons? Your own company?

Independent. Current one's a former SLDF unit, battered. Another one I'll be starting soon (or re-starting) will be independent as well, starting from the Clan Invasion in all its brutal glory.
Title: Re: Mercenary Hall
Post by: Klat on 30 March 2011, 17:47:51
...starting from the Clan Invasion in all its brutal glory.

That's a really fun era to play mercs, and brutal is a very good description of it; after the Jihad the big bad is gone, after the Clan invasion the trouble is just starting.
Title: Re: Mercenary Hall
Post by: Southern Coyote on 30 March 2011, 18:15:53
Merc Spending Guide:

1.) Ammo
2.) Alcohol
3.) As..well, you can figure that one out for yourself...
Title: Re: Mercenary Hall
Post by: Demon55 on 30 March 2011, 18:48:40
Ammo>Alcohol, but that may depend on who you ask.
Title: Re: Mercenary Hall
Post by: Klat on 30 March 2011, 18:49:54
Ammo>Alcohol, but that may depend on who you ask.

Enough of one and you may not notice the lack of the other  #P
Title: Re: Mercenary Hall
Post by: Moonsword on 30 March 2011, 19:14:54
This is why you use energy weapons.  No ammo to buy plus you can use the heat generation to power stills.
Title: Re: Mercenary Hall
Post by: Showers on 30 March 2011, 21:13:37
Merc Spending Guide:

1.) Ammo
2.) Alcohol
3.) As..well, you can figure that one out for yourself...

Ah. The Three A's.

This is why you use energy weapons.  No ammo to buy plus you can use the heat generation to power stills.

No ammo means more money for alcohol and %^*.  [cheers]
Title: Re: Mercenary Hall
Post by: Demon55 on 31 March 2011, 10:09:27
Or you can use the cash that you would have spent on ammo on better guns and of course things like food and parts.  A starving warrior is often not an effective warrior.
Title: Re: Mercenary Hall
Post by: RedMarauder on 01 April 2011, 16:55:45
Amazing how many people forget the "little things." :)
Title: Re: Mercenary Hall
Post by: Klat on 01 April 2011, 17:52:06
Or you can use the cash that you would have spent on ammo on better guns and of course things like food and parts.  A starving warrior is often not an effective warrior.

I thought that was why we kept war orphans around *burp*

Actually on the topic of dependents, when running an independent command I've found that dependents start really adding up. I've been thinking that the Mercenary Scout Infantry (pg. 7 TRO 3085S) would be good way to represent a collection of war orphans and other dependents "lending a hand" to the command. Also makes it easier to keep track of costs if you feed\house them as infantry.

I know having dependents moving around with the command and into potential war zones is asking for trouble but it just seems like any campaign I run adds a few orphans and\or tag-alongs to the roster, and I really don't know where I'd put them except on board my dropper. What do you guys do with dependents when running indie commands?
Title: Re: Mercenary Hall
Post by: Dread Moores on 01 April 2011, 18:45:49
FM: Mercs Supp II or Update had rules for generating dependents each month, and their "salary" cost.
Title: Re: Mercenary Hall
Post by: Klat on 01 April 2011, 19:18:10
FM: Mercs Supp II or Update had rules for generating dependents each month, and their "salary" cost.

Thanks, Merc Supp Update page 131. I can't believe I missed that.  :-[

All the same I think the scout infantry could be a good use for dependents.

EDIT: Earlier I mentioned that the MUL does not list the MAD-5R (or MAD-9S) as being available to mercs. Going through some of my old pdfs I noticed that RS PPU Mercs contains both the MAD-5R and MAD-9S. Since the PPU faction record sheets are (AFAIK) no longer available I assume the new MUL will supercede it but is there any chance that the MUL is in error on the availability of those two designs?
Title: Re: Mercenary Hall
Post by: Demon55 on 01 April 2011, 20:37:33
I prefer to go with the no spouses, no children allowed.  I know it seems mean, but I want my boys and girls focused on their jobs not worrying about how their kid's soccer game is going.  Relationships with people outside the unit is allowed until it becomes a problem.
Title: Re: Mercenary Hall
Post by: luky7evens on 01 April 2011, 21:43:31
I let dependents help when they are not on mission, and I pay them full time like they were with use all the time ( makes everyone happier).
Title: Re: Mercenary Hall
Post by: Decoy on 03 April 2011, 20:22:19
Gah. I feel like a real old timer now and again ><

As for who I run with, I prefer my own unit. Battalion or two of heavy 'mechs ready to throw down wherever, whenever.

As far as dependents, I subscribe to the Succession War feelings on 'Merc units and the like. The Unit is family. Family is the Unit.
Title: Re: Mercenary Hall
Post by: Demon55 on 03 April 2011, 22:57:18
The problem with dependents is that you have to worry about your employer pulling a Sendai or when the Marik's held the Dragoon's dependents hostage.
Title: Re: Mercenary Hall
Post by: Decoy on 03 April 2011, 23:08:05
And that's not going to happen anyways? The only way you can guarantee that people with enough power can't harm your men through their dependents is to kill them off yourself. Besides, it helps a mercenary unit in a few ways. Units with dependents are units that have personnel that make long term bonds. Who is going to trust a security over to a unit that can't do that?
Title: Re: Mercenary Hall
Post by: Crunch on 03 April 2011, 23:12:11
And that's not going to happen anyways? The only way you can guarantee that people with enough power can't harm your men through their dependents is to kill them off yourself. Besides, it helps a mercenary unit in a few ways. Units with dependents are units that have personnel that make long term bonds. Who is going to trust a security over to a unit that can't do that?

You can make it a real PITA if you spread out your dependents and don't bring them along.

It's way more difficult to get leverage that way if Bob the Techs family is on Solaris and Lance the Mechwarrior's family is on Alphard. It makes managing leave more problematic but certainly cuts down on the "baggage train as hostage" factor.
Title: Re: Mercenary Hall
Post by: Decoy on 03 April 2011, 23:26:07
TBH, you only need leverage over two or three people if you want to control a unit. It only takes four people if you want to yank a regiment around. More is helpful, but I imagine having someone important to the CO and his Battalion Commanders might change what orders a regiment does or does not undertake.
Title: Re: Mercenary Hall
Post by: Dread Moores on 03 April 2011, 23:44:38
Honestly, I have a hard time imagining a unit without dependents, whether they travel/work with you or not. I realize out of game, it makes things easier. But I came to BT as an RPGer, not a wargamer. So with my own units, I prefer to have dependents in play. It makes for a more interesting story that fits my tastes better. It strains credibility a bit too much for me to imagine 30 or more folks who have no connections in the world at all (at least a company plus support staff is generally the smallest I go). No dependents means not a single child, steady girlfriend, fiance, elderly parent, partner, spouse. Soldiers don't exist in a vacuum like that, today or through quite a great deal of history. And if they do long term, it can have some serious mental health repercussions. Dependents may not always travel with the unit in the field, but I just couldn't wrap my head around the idea of monk-warriors. I might as well just go play Space Marines then.
Title: Re: Mercenary Hall
Post by: Deathknight69 on 04 April 2011, 02:24:53
Gah. I feel like a real old timer now and again ><

As for who I run with, I prefer my own unit. Battalion or two of heavy 'mechs ready to throw down wherever, whenever.

As far as dependents, I subscribe to the Succession War feelings on 'Merc units and the like. The Unit is family. Family is the Unit.
Well said Decoy. While my units may vary in composition and weight/type, etc. I agree w/ the rest of that statement.
Title: Re: Mercenary Hall
Post by: Moonsword on 04 April 2011, 06:21:33
Honestly, I have a hard time imagining a unit without dependents, whether they travel/work with you or not. I realize out of game, it makes things easier. But I came to BT as an RPGer, not a wargamer. So with my own units, I prefer to have dependents in play. It makes for a more interesting story that fits my tastes better. It strains credibility a bit too much for me to imagine 30 or more folks who have no connections in the world at all (at least a company plus support staff is generally the smallest I go). No dependents means not a single child, steady girlfriend, fiance, elderly parent, partner, spouse. Soldiers don't exist in a vacuum like that, today or through quite a great deal of history. And if they do long term, it can have some serious mental health repercussions. Dependents may not always travel with the unit in the field, but I just couldn't wrap my head around the idea of monk-warriors. I might as well just go play Space Marines then.

Exactly.  To the extent you have the warrior-monk aesthetic in BattleTech, it's the Manei Domini, not the mercenaries.
Title: Re: Mercenary Hall
Post by: Marwynn on 04 April 2011, 07:27:52
My merc units always seem to have a small colony following them around. I figure most mercs just attract camp followers quite easily, and they work closely with dependents.

Morimoto's Immortals, for instance, had an apprenticeship program for the dependents. That includes administrative stuff too, and other non-combat roles. I like to imagine it gives the unit a familial feel with their loved ones doing the paperwork and so on, makes it more like a family business.

And yes, when the GM feels the need to threaten your unit he'll go for the most vulnerable. In an earlier iteration of Morimoto's Immortals (as the Storm Angels), Wobblies successfully killed a good chunk of their dependent population on Outreach in 3059. So they broke contract with the FedCom and proceeded to wage a private war in the Chaos March, hunting every merc outfit working with the Blakists when they couldn't find their own forces. Mind you, that was when the Storm Angels were at their munchiest with nearly 2 'Mech regiments (48 'Mechs per battalion, 4 battalions) of mostly customs with Clan salvage vs canon designs.

In short, it should factor a great deal into your unit's feel. All the great merc commands worry about their loved ones. They're not exactly in the merc business to get rich after all.
Title: Re: Mercenary Hall
Post by: Dread Moores on 04 April 2011, 15:34:45
As far as dependents, I subscribe to the Succession War feelings on 'Merc units and the like. The Unit is family. Family is the Unit.

Hang on, what Succession War feelings? Most of the merc units profiled from the Succession Wars had loads of dependents.
Title: Re: Mercenary Hall
Post by: Decoy on 04 April 2011, 17:02:44
My point exactly :)

To give an example, let's take the case of Scoot Scooterson, Jr. The son of Scoot Scooterson, Sr. a Stinger pilot in a mercenary unit. It was the unit doctor that delivered him. He was taught by the unit's Master at Arms. When he was old enough, he learned how to help out around the unit by learning to fix things and drive a jeep off to do errands at the behest of the Chief Astech. His father's lancemates and technicians are his aunts and uncles. The rest of the unit may well be Scoot's cousins. The commander may act like a stern and distant grandfather towards him.
Title: Re: Mercenary Hall
Post by: Demon55 on 06 April 2011, 21:32:29
Heres a good question for my fellow mercs:

Where do you call home and why?  Kell Hounds? Wolf's Dragoons? Your own company?

While not in my mech: My mech or my cot.

While in my mech:  The trusty dropship (assuming it is not going down in flames), terra firma or assigned mech bay.
Title: Re: Mercenary Hall
Post by: Rainbow 6 on 07 April 2011, 13:57:38
Home is the Regiment,
Across the sea of stars.
Title: Re: Mercenary Hall
Post by: Demon55 on 10 April 2011, 14:24:52
Home is the Regiment,
Across the sea of stars.

That song is awesome.
Title: Re: Mercenary Hall
Post by: Hawkeye Jim on 10 April 2011, 16:08:32
Dependents can be a cheaper way to do support staff. using them for things like communications, accounting, kitchen work, laundry, even medical guarantees quality service at a better price.
Title: Re: Mercenary Hall
Post by: Demon55 on 11 April 2011, 12:09:33
Dependents can be a cheaper way to do support staff. using them for things like communications, accounting, kitchen work, laundry, even medical guarantees quality service at a better price.

Like a farm.  My children, you are my children, thus I do not need to pay you go back to work.
Title: Re: Mercenary Hall
Post by: Dread Moores on 11 April 2011, 12:19:07
That sounds like a great way to get a lot of really unhappy dependents, unless the situation is handled with a great deal of care. It's all about tone here. Handle it like a farm, sure.

"Yes, you're learning a trade, working some land with high potential value in the future, and your basic needs are being cared for. By the time you reach adulthood, you'll be well on your way to either entering the workforce or taking over my duties here."

Simply say "Get back to work, I'm not paying you." That sounds like it ends with a lot of unhappy dependents. If they're working as accountants, then they're administrators. That's support staff that earns a salary. And unhappy dependents means unhappy personnel. That's never a good thing. On top of all of that, the lack of supply train and support staff most merc units (but the highest levels) suffer from in canon material...well, they make an upbringing in mercenary life to have the potential for less well-adjusted and well-trained kids than the average kid on a farm from sometime in the last two centuries.
Title: Re: Mercenary Hall
Post by: Demon55 on 11 April 2011, 14:29:35
I know, my earlier post was a joke.
Title: Re: Mercenary Hall
Post by: Neufeld on 15 April 2011, 02:36:26
For some time I've played my own (small) merc command. Recently I've decided to have a go with the 'goons and their Black Widow Company Wolf Spider Battalion, hence my change of avatar. I'm still trying to figure out if they're still organized into stars or if they've gone to lances. I figure I'll just play them any way I please  :D

My recent decisions aside my personal command started life on Galatea, followed the contracts\money to Outreach, narrowly missed condition feral while on contract and managed to (just barely) survive the Jihad and move back to Galatea. I don't know what the future holds for that old command.

Right now I'm trying to put together some post Jihad\Dark Age Wolf Spiders characters and I really don't know where "home" will be for them yet. However, reading the 9/16/3133 INN article on Outreach gives me a few ideas...

You have not read Wolf and Blake?

Title: Re: Mercenary Hall
Post by: Decoy on 15 April 2011, 16:52:40
With the release of the MUL, I think it's time to play "What we get" I'll start it off with the Battle Armor Section.

Light Battle Armor
     Grey Death Scout
Medium Battle Armor
     IS Standard (All)
     Rottweiler (Fire Drake)
     Grey Death Standard (All)
     Fa Shih (Plasma and King David)
Heavy Battle Armor
     Grey Death Heavy
     Sloth (Interdictor)
Assault Battle Armor
     Kopis (Both variants)
     Ravager

I'm really surprised by the presence of the Kopis and the Rottweiler on that list and I must've missed something somewhere. I also thought the Waddles would make it to the merc list too  :'( All in all, it looks a lot better than having to choose between IS and Grey Death Standards.
Title: Re: Mercenary Hall
Post by: Moonsword on 15 April 2011, 17:20:54
Oriente is focusing on its security at the moment and possibly hiring mercenary units to bolster their defenses as of approximately 3079.  It's entirely possible that they're offering Kopis suits to mercenary units as a signing bonus given that some mercs are leery of FWL contracts according to FR: FWLM.
Title: Re: Mercenary Hall
Post by: Ian Sharpe on 15 April 2011, 17:23:57
With the release of the MUL, I think it's time to play "What we get" I'll start it off with the Battle Armor Section.

Light Battle Armor
     Grey Death Scout
Medium Battle Armor
     IS Standard (All)
     Rottweiler (Fire Drake)
     Grey Death Standard (All)
     Fa Shih (Plasma and King David)
Heavy Battle Armor
     Grey Death Heavy
     Sloth (Interdictor)
Assault Battle Armor
     Kopis (Both variants)
     Ravager

I'm really surprised by the presence of the Kopis and the Rottweiler on that list and I must've missed something somewhere. I also thought the Waddles would make it to the merc list too  :'( All in all, it looks a lot better than having to choose between IS and Grey Death Standards.

Surprised to see Fa Shih, but was really hoping for Kobolds and Nighthawks.
Title: Re: Mercenary Hall
Post by: Decoy on 15 April 2011, 17:29:02
I'm not too thrilled about the Fa Shih. I'd rather have the LRR standard one than the Plasma support one. The King David one.... At least it shoots out to 9. Also, they've got magclamps and are for more mobile commands.

As for the Kobold and the like, IIRC there were problems with getting TRO 3075 units up in there and may be in a later update.
Title: Re: Mercenary Hall
Post by: Dread Moores on 15 April 2011, 17:31:52
I'm really surprised by the presence of the Kopis and the Rottweiler on that list and I must've missed something somewhere. I also thought the Waddles would make it to the merc list too  :'( All in all, it looks a lot better than having to choose between IS and Grey Death Standards.

I'm not so surprised on the Rottweiler. All those mercs that helped with taking back Alarion, Hesperus II, Galatea...plenty of Lyran suits to be found. MUL doesn't imply frequency or production for a given faction. Just that "Some merc units have these in more than a dozen or so."
Title: Re: Mercenary Hall
Post by: Ian Sharpe on 16 April 2011, 16:22:55
I'm not too thrilled about the Fa Shih. I'd rather have the LRR standard one than the Plasma support one. The King David one.... At least it shoots out to 9. Also, they've got magclamps and are for more mobile commands.

As for the Kobold and the like, IIRC there were problems with getting TRO 3075 units up in there and may be in a later update.

Think the Fa Shih are great for mercs, who are usually light on Omnis.  I like the plasma one OK, happy to have finally gotten a straight combat version of them with no mine kit.
Title: Re: Mercenary Hall
Post by: Top Sergeant on 16 April 2011, 19:03:25
My wife called and said my custom Battlefoam carrier came in! I have a topper with "Swamp Angels" etched on it for my first ever Merc unit. I should be laying eyes on it myself in a week or so.

If I remember right I set it up to be able to carry 340+ Mechs, 55 tanks, 20 infantry stands and 20 aerospace/VTOL.
Title: Re: Mercenary Hall
Post by: Demon55 on 25 April 2011, 16:31:15
The problem with battle armor is that they are heavier (and more powerful) than regular infantry and you need more cargo space to carry them around.  VTOLs usually work well with battle armor if you do not have omnimechs to act as battle armor taxis and a good portion of the infantry carriers do not have enough tonnage capacity to carry BA.
Title: Re: Mercenary Hall
Post by: Southern Coyote on 25 April 2011, 17:39:57
Yeah, but if you use them in the right ways, you shouldn't need carriers.  I'm picking up 24 pieces of armor and no transports, since I would probably only use them in urban or highly restrictive terrain. 
Title: Re: Mercenary Hall
Post by: Dread Moores on 25 April 2011, 20:43:52
The problem with battle armor is that they are heavier (and more powerful) than regular infantry and you need more cargo space to carry them around.  VTOLs usually work well with battle armor if you do not have omnimechs to act as battle armor taxis and a good portion of the infantry carriers do not have enough tonnage capacity to carry BA.

Heavy APCs are available to just about every faction and in pretty significant numbers. Those easily have enough space to carry BA and make them quite mobile. The big issue I've noticed with some BA users is that they want IFVs, which significantly ups their BV cost and maintenance necessities. Personally, I'm a big fan of the mobile APC/BA grouping for mercs. Cheap, effective, and easy to repair. It also allows them to be used quite successfully in more open field engagements. They make some mean spotters that way.
Title: Re: Mercenary Hall
Post by: Decoy on 25 April 2011, 21:32:05
Aren't Badgers on the open market? IIRC Can't they be made to handle a squad or two of Battle Armor? IIRC Omnivehicles can mount BA externally, so two squads inside while a third rides outside....
Title: Re: Mercenary Hall
Post by: Crunch on 25 April 2011, 23:07:50
Aren't Badgers on the open market? IIRC Can't they be made to handle a squad or two of Battle Armor? IIRC Omnivehicles can mount BA externally, so two squads inside while a third rides outside....

The MUL at least has the Badger and Bandit as Wolf's Dragoons exclusive for both Jihad and Dark Age. Which is a shame because they're hard to beat for carrying BA.
Title: Re: Mercenary Hall
Post by: Decoy on 26 April 2011, 00:54:24
You could've fooled me based on the amount of times I've rolled them on the Merc RAT.
Title: Re: Mercenary Hall
Post by: Dread Moores on 26 April 2011, 01:34:30
RATs have some...issues with representing what a faction produces or has in significant import numbers.
Title: Re: Mercenary Hall
Post by: Lost_Heretic on 26 April 2011, 08:58:09
I decided to paint up a few 'mechs for the Periphery Star Guard. Where can I get more information on them (and the Explorer Corps) outside of the Mercenary Sourcebook?
Title: Re: Mercenary Hall
Post by: Moonsword on 26 April 2011, 12:55:54
If you can dig it up, the Explorer Corps sourcebook would have more information.  I don't know whether it's available as a PDF and it's certainly long out of print.
Title: Re: Mercenary Hall
Post by: Southern Coyote on 23 May 2011, 12:15:04
Indugling my inner Kell Hound, I bought me a Wolfhound yesterday.  Too bad we lose the Hounds in the DA....
Title: Re: Mercenary Hall
Post by: ShockaTime on 23 May 2011, 12:33:41
Indugling my inner Kell Hound, I bought me a Wolfhound yesterday.  Too bad we lose the Hounds in the DA....

yeah, but they left the most bad *** Kell alive, so who knows what she might do.
Title: Re: Mercenary Hall
Post by: Southern Coyote on 23 May 2011, 12:56:17
The Kell Hounds always come back.  They are too awesome to stay dead...

Speaking of, is there anywhere where I can find a write up on Kell Hound tactics? I've got FM: Mercs Revised, but besides giving some info on their bonus' in game and little fluff, I can't find anything else on how they actually fight...
Title: Re: Mercenary Hall
Post by: Demon55 on 23 May 2011, 14:57:54
Brawlers close while supported by longer ranged units. 

In one of the Dark Age novels there was a Kell and she was a crazy hover tank driver.

Title: Re: Mercenary Hall
Post by: ShockaTime on 23 May 2011, 15:01:38
Brawlers close while supported by longer ranged units. 

In one of the Dark Age novels there was a Kell and she was a crazy hover tank driver.

Callandre "Calamity" Kell from A Bonfire of Worlds. She's been described as the best SM1 driver there is, and she is one of my favourite characters from the books.
Title: Re: Mercenary Hall
Post by: Demon55 on 23 May 2011, 15:04:34
It is nice to see that there are good tank crewers around.
Title: Re: Mercenary Hall
Post by: Ratwedge on 23 May 2011, 16:25:14
The Kell Hounds should be able to rebuild. Hell, the Dragoons got nuked to hell and back and now they are up to 2 Regiments in the Dark Age with a Warrior Breeding Program popping out Warriors for them.  They do have the benefit of having good friends and a home planet that has a impressive amount of industry.
Title: Re: Mercenary Hall
Post by: Top Sergeant on 23 May 2011, 22:02:25
The Kell Hounds always come back.  They are too awesome to stay dead...

Here's hoping a young Lieutenant in 1st Battalion of the Kell Hounds has survived.
Title: Re: Mercenary Hall
Post by: ShockaTime on 23 May 2011, 22:29:01
Here's hoping a young Lieutenant in 1st Battalion of the Kell Hounds has survived.

I think it notes that Calladre is the only surviving member of the Kell Hounds.
Title: Re: Mercenary Hall
Post by: Ratwedge on 23 May 2011, 22:38:41
I think it notes that Calladre is the only surviving member of the Kell Hounds.

Well, then, not even Arc-Royal can save the Kell Hounds if that all thats left.
Title: Re: Mercenary Hall
Post by: Decoy on 23 May 2011, 23:39:38
You only needed two Kells to start the Hounds, ya know. The Wolves in Exile breed them in batches. Maybe they can spare a handful.
Title: Re: Mercenary Hall
Post by: Top Sergeant on 24 May 2011, 21:37:23
I think it notes that Calladre is the only surviving member of the Kell Hounds.

That's in 3130 or so correct?

The LT I was thinking of certainly would have been retired by then: she was a Lance Leader during Bulldog.
Title: Re: Mercenary Hall
Post by: Rainbow 6 on 14 June 2011, 13:43:36
Would that be (can't remember her first name) Murphy? Who's brother was in the 10th LG?
Title: Re: Mercenary Hall
Post by: Klat on 24 June 2011, 03:04:55
Any other mercs snag Historical: Reunification War?

While there isn't much direct mention of mercs there is a small amount of info on Buquoys Bandits and a few commands get named. All in all a great book and I can see where playing a merc in this particular setting would be a lot of fun.

Oh, and I want a mini of the TLS-1B Talos ASAP  8)
Title: Re: Mercenary Hall
Post by: Rainbow 6 on 24 June 2011, 08:35:37
Not yet but i will be shortly.
Title: Re: Mercenary Hall
Post by: Southern Coyote on 24 June 2011, 10:11:42
I want it, but in a moment of weakness, met my 2 Battletech items a month limit when I bought my verfolger...
Title: Re: Mercenary Hall
Post by: Rainbow 6 on 24 June 2011, 12:23:32
Downloading now.  :)
Title: Re: Mercenary Hall
Post by: Decoy on 24 June 2011, 19:06:17
Well, not much overt Mercenary action in Historicals: Reunification, but it does mention that there was a big boom in merc units in the beginning of the War as private security firms, consultants, and other various ways you can call a mercenary that isn't a mercenary.
Title: Re: Mercenary Hall
Post by: Moonsword on 24 June 2011, 20:30:23
Hell, the book makes that point pretty bluntly.
Title: Re: Mercenary Hall
Post by: Rainbow 6 on 25 June 2011, 06:53:34
It does seem to be the first big expansion of the mercenary industry.
Title: Re: Mercenary Hall
Post by: krazzyharry on 25 June 2011, 12:54:58
Aren't Badgers on the open market? IIRC Can't they be made to handle a squad or two of Battle Armor? IIRC Omnivehicles can mount BA externally, so two squads inside while a third rides outside....
TRO 3058 says it was sold in limited quantities on the merc market
Title: Re: Mercenary Hall
Post by: Rainbow 6 on 26 June 2011, 04:13:31
I wonder if it'll get back into production post jihad.
Title: Re: Mercenary Hall
Post by: Dread Moores on 26 June 2011, 08:41:15
I doubt it. But it's not like mercs are hurting for transports. They have access to the Pandion if you want a WiGE, the various Maxims, the heavy APCs, and the Saxon. Losing the Bandit and Badger isn't a big loss.
Title: Re: Mercenary Hall
Post by: Rainbow 6 on 26 June 2011, 12:27:36
You're probably right, its still a shame though as i like the idea of some equipment being built purely for the mercenary market.
Title: Re: Mercenary Hall
Post by: RedMarauder on 26 June 2011, 13:33:06
I'd just like to say that mercenaries are Awesome [rockon].  Yes, with a capital "A" and the rockin smiley.  As a matter of fact, and it is fact, "Awesome" should be in all caps.  All of the time.  However, I didn't want to seem like I was shouting.  Mercenary=Awesome.  Remember that. ;) 
Title: Re: Mercenary Hall
Post by: Top Sergeant on 26 June 2011, 19:38:14
Got to talking with the IWM folks at their booth at Origins. I found some Mechanized Infantry IFV's and got  deal on 14 of them, along with a blister of Infantry, and grabbed some plastic bases from Chessex and I will be fielding a Mechanized Infantry Battalion for my mercenary regiment for a cost of about $34.
Title: Re: Mercenary Hall
Post by: Deathknight69 on 26 June 2011, 19:52:11
Great score Top, Now only if 'Mechs (Not BF) could be had for so low a cost.
 
Don't get me wrong guys, IWM is doing a fine job but money is tight for some of us BT fanantics.
Title: Re: Mercenary Hall
Post by: Demon55 on 29 June 2011, 10:30:48
The Maxim is a great transport for infantry the only problem is that hovercraft cannot enter woods. 
Title: Re: Mercenary Hall
Post by: Dread Moores on 29 June 2011, 11:29:00
True. Though they do get access to the Heavy Tracked APC to cover that need (not fantastic, but it is cheap).

Side note: I just realized that per the MUL, Mercs get access to all three Moltkes and both Kinnols. That's just scary and wrong.  :D
Title: Re: Mercenary Hall
Post by: Colt Ward on 30 June 2011, 10:55:26
I thought '58 original said that the Dragoons had shuffled the Badgers and Bandits off to secondline units and secondary market.

And I would say its b/c it is Omni vehicles that make them important.  Though I like the Saxon, a LOT.
Title: Re: Mercenary Hall
Post by: Demon55 on 30 June 2011, 13:17:55
Any advice for running a unit once the Wobblies unwisely declare war on the rest of humanity.
Title: Re: Mercenary Hall
Post by: Colt Ward on 30 June 2011, 13:29:28
Avoid concentrations of troops?

Seriously, my group will be leaving the Chaos March.  Driven out by the Blakist consolidation of control we will be abandoning our land and facilities on a wild world.  My unit cannot return to Northwind . . . and rumors will be circulating about Outreach before I abandon the Chaos March.  Galatea?  Or perhaps head to Arc Royal even though my unit is not set up to fight the Clans . . . which will be bloody.  Not really sure where we will be going, though I have thought about sitting out in the unknown regions until Stone is gone.
Title: Re: Mercenary Hall
Post by: Moonsword on 30 June 2011, 14:14:39
My suggestion is to head for the Free Worlds League and maybe the Canopus area.  Fewer nukes (aside from Gibson), more diversity of employers, and less likelihood of getting tossed to the Wolves as an appetizer.  After things settle down, rear area security for Capellan corporations might be a good opportunity, too, but you may want to avoid coreward areas to keep from getting caught between Sun-Tzu Liao's desire to get his planets back and the Republic's desire to tell him where to shove that idea.
Title: Re: Mercenary Hall
Post by: Colt Ward on 30 June 2011, 17:40:53
Well, I have thought about having them head into the deep periphery, stumble across the Ummayid and Castilleans . . . why?

I love the Dart from 3057r, and finding one fragged above a colonizable planet would be a fun twist . . . then the merc's tech level should let them be gods in the two factions fighting for that cluster.  Occasional supply runs to the Lyran edge will be needed I figure.
Title: Re: Mercenary Hall
Post by: Decoy on 30 June 2011, 18:18:19
HRrm....isn't the Fronc Reaches giving out Land Grants to Mercenaries who enter their employ? Either them or the Calderon Protectorate. Both groups need grunts bad.
Title: Re: Mercenary Hall
Post by: Colt Ward on 30 June 2011, 21:06:42
Anyone know just how well the independent worlds in the former FWL are doing post Jihad?  After someone else's comments I sort of wonder if they are the new 'Chaos March.'
Title: Re: Mercenary Hall
Post by: Moonsword on 30 June 2011, 21:44:27
My detailed information is from Field Report: FWLM.  I can't give you a lot of perspective on the real post-Jihad events.  That said, the political situation is only going to get messier as the League fractures.  Some of the employers out there don't give a rat's squeak, let alone its furry behind, about treating mercs right.  There's not a lot of large formations out there at the moment, though, and the smaller overall force levels mean that a large, reliable, well-trained outfit might well be able to write its own ticked with smaller employers if you play your cards right.
Title: Re: Mercenary Hall
Post by: Rainbow 6 on 01 July 2011, 06:12:20
HRrm....isn't the Fronc Reaches giving out Land Grants to Mercenaries who enter their employ? Either them or the Calderon Protectorate. Both groups need grunts bad.

Fronc Reaches are according to FM:U.
Title: Re: Mercenary Hall
Post by: Demon55 on 01 July 2011, 22:55:06
Pirate hunting in the Periphery sounds better than facing the front line units I have been facing of late.  Problem is that my unit is 90% 3050 tech level or above so parts may be hard to come by at the fringes of the IS.
Title: Re: Mercenary Hall
Post by: Moonsword on 01 July 2011, 23:16:51
Try to find work around or at least maintain good connections with the Magistracy or Concordat, where a fair bit of that is either in production or available from Capellan suppliers.  It may be pricy but the hardware should be available, at least.
Title: Re: Mercenary Hall
Post by: Demon55 on 01 July 2011, 23:19:51
Try to find work around or at least maintain good connections with the Magistracy or Concordat, where a fair bit of that is either in production or available from Capellan suppliers.  It may be pricy but the hardware should be available, at least.

And there is always the proper use of aggressive acquisition.   [skull]
Title: Re: Mercenary Hall
Post by: Moonsword on 02 July 2011, 00:11:19
Smart Dirty Merc Tip #1: Don't steal from your employer until after you've got the next job lined up.  It means you're out the door before they realize they really should've taken you off the payroll.

Smart Dirty Merc Tip #2: When applying #1, try to eliminate as many witnesses as possible without making more witnesses.  If they don't know you've taken their stuff, they might hire you so you can take the stuff they got to replace the stuff you took!

Maxim #1: Pillage, then burn.

(I figured the reference would be obvious, but in case it's not, that last one is Howard Tayler's, not mine.)
Title: Re: Mercenary Hall
Post by: Dread Moores on 02 July 2011, 16:07:24
For those wondering about TRO: Prototypes, the new GHR-7P Grasshopper is a nice addition to the mercenary market. Durable, mobile with IJJs, and still has a solid (if not overwhelming) laser package. Even makes a strong heavy scout with its electronics package.
Title: Re: Mercenary Hall
Post by: Moonsword on 02 July 2011, 16:18:13
Yeah, and this time, you're actually more likely to hit with the lasers, too, which was one of my major objections to the bombast lasers.  If you try to use them for anything more than an LL, the accuracy starts dropping like a rock.
Title: Re: Mercenary Hall
Post by: Dread Moores on 02 July 2011, 16:35:25
Yeah, it seemed pretty solid. It'll handle other scouts with ease, between its upgraded lasers, electronics, and jump capacity.
Title: Re: Mercenary Hall
Post by: Colt Ward on 02 July 2011, 18:08:46
Did they ever publish the would be SLDF Grasshopper from the BC story?  The one that actually made some sense?
Title: Re: Mercenary Hall
Post by: Moonsword on 02 July 2011, 18:15:27
Did they ever publish the would be SLDF Grasshopper from the BC story?  The one that actually made some sense?

I have to admit that I have no idea what you're talking about.
Title: Re: Mercenary Hall
Post by: Colt Ward on 02 July 2011, 18:31:46
It was a BC story set in the FWL or LC . . . want to say FWL and the Elsies were invading.  The Grasshopper had advanced technology on it, someone from the SLDF who decided not to leave with Kerensky but took his limited run machine home.

The thing had ECM, ES or FF, ERLL and MPL IIRC.
Title: Re: Mercenary Hall
Post by: Moonsword on 02 July 2011, 18:58:59
As far as I know, that hasn't been released in anything.  Either TRO3025 or TRO3039, maybe both, mentioned that the design was reworked to deal with loss of technology fairly early.  *checks*  TRO3039, although it's mentioned stealth technologies were involved.  The variants that wound up distributed to the Regular Army were GHR-5Hs.  The description reminds me a bit of the 6K.  It might be a Lantren testbed that resembles what the DC wound up building in the 3060s.
Title: Re: Mercenary Hall
Post by: Demon55 on 03 July 2011, 09:18:47
In MW4 I thought the bombast was a waste and looking at the stats on sarna.net makes me still think it is a waste.  I will stick with a PPC.
Title: Re: Mercenary Hall
Post by: Colt Ward on 03 July 2011, 10:58:51
Moonsword, what is the mech as your avatar?  And yeah, it was supposed to be a early model GRH that had not been put completely into production when Kerensky's Exodus happened.  I am going to ask as a seperate topic.
Title: Re: Mercenary Hall
Post by: Moonsword on 03 July 2011, 11:27:43
Moonsword, what is the mech as your avatar?

A Boston Bruin.  Look up Bruins Rules on YouTube if you're curious about the tag line.  I just figured it'd be fun to do a Kodiak up that way and went looking for alternatives when I remembered the TRO3058U line art isn't that sharp.  Looking at the Ghost Bear 'Mech list, I found the Bruin and it was a match - the perfect name and really crisp, gorgeous line art.
Title: Re: Mercenary Hall
Post by: Deathknight69 on 04 July 2011, 01:45:26
@ Moonsword, So how do you do the clip/paint thing to get a sweet looking pic/avatar ??
Title: Re: Mercenary Hall
Post by: Moonsword on 04 July 2011, 01:50:17
Color to Alpha, add a layer under the line art, and then play around until it looks good.
Title: Re: Mercenary Hall
Post by: Deathknight69 on 04 July 2011, 01:55:35
Umm, Noob here. What's Alpha? What layer? Where'd you get the pics?


thx for the help
Title: Re: Mercenary Hall
Post by: Moonsword on 04 July 2011, 10:14:57
Layer menu -> Color to Alpha.  Hit okay.  The picture is straight out of the TRO.  There are different 'layers' in the images.  Add a new one and drag it until it's under the one for the line art.  Do your coloring in that.

If you have any other questions, I suggest taking it to PMs so we don't derail this any further.
Title: Re: Mercenary Hall
Post by: Deathknight69 on 05 July 2011, 01:33:31
Gotcha, 'K. Thx.
Title: Re: Mercenary Hall
Post by: Klat on 10 July 2011, 00:26:07
So... what do y'all think of the new stuff in TRO:P? Looks like the new Orion and Pandarus are more than likely available, the new Hunchback may be available to mercs on long term contract to the RAF and the new Grasshopper and Wolfhound are available thanks to ARM.

My opinions (as if any self respecting merc cares what I think):

Orion, nice simple and super far reaching but kinda spendy.

Pandarus, may be a nice ARC-8M replacement with range in spades but very vulnerable up close.

Hunchback, I want this thing so bad, reinforced IS and CASE II seems like a great combo, but a long term RAF contract? I dunno 'bout that.

Grasshopper, as soon as I find a workable firing sequence I know I'll like it.

Wolfhound, nothing that fast should hit that hard... ZOOM! BANG! This thing gives other light 'mechs nightmares.

I'm sure I missed a few. Let's hear some other folks opinions.
Title: Re: Mercenary Hall
Post by: Moonsword on 10 July 2011, 01:11:31
No offense meant but in general, that post makes you sound like a poster child for Shiny Toy Syndrome.  On the other hand, I'm fairly conservative about things like that, so... *shrug*

Orion, nice simple and super far reaching but kinda spendy.

No, it's not simple because the machine's weapons fit doesn't work and play well with itself.  The extended LRMs, because of the way their minimums work, are not terribly effective in combination with most other weapons.  There's some overlap with the Gauss rifle but not a lot.  In normal tactical ranges, it's got maybe as much firepower as the simpler, tougher ON2-M, and that firepower drops significantly at ranges the other machine is just getting warmed up.  It's not useless but if you're talking about extended LRMs, I'd look at the next entry down.

Pandarus, may be a nice ARC-8M replacement with range in spades but very vulnerable up close.

Try completely helpless up close as far as heavies and a lot of mediums go, not terribly good at fighting off lights, and if anyone's inside 11 hexes, the LRMs are doing half damage as well as increasingly inaccurate.  This is not an Archer replacement, it's a new type of direct-fire artillery.  Extended LRMs have plenty of uses, yes, but they don't fit into the same operational niche as standard LRMs and trying to cram them into it doesn't work well.

On the plus side, it's cheaper and far more durable than the APL-4M, there's more ammo, and you're infinitely less likely to have some idiot wander up close and get it killed because some smart-aleck with a rifle blew a PPC capacitor out.  It's not like we're not used to guarding specialist long-range fighters with centuries-old Hunchbacks.

Grasshopper, as soon as I find a workable firing sequence I know I'll like it.

Two ERMLs, LXPL if you're trying to reduce heat gain, both LXPLs to alpha if you're trying to drop something and have somewhere safe to jump to the next turn.  This is tied with the Pandarus as my preference in this list.

Hunchback, I want this thing so bad, reinforced IS and CASE II seems like a great combo, but a long term RAF contract? I dunno 'bout that.

Eh.  Not bad but it's not nearly as wonderful as you're making it sound.  Keep in mind that reinforced structure or not, it's still got an XLFE, meaning that punching it out is not nearly as difficult as it should be.  Crits will do it sooner or later if damage to a side torso doesn't.  This is assuming the gun doesn't jam and reduce you to the approximate danger of a 3025 Spider.  Or a 3085 Spider, for that matter.

Wolfhound, nothing that fast should hit that hard... ZOOM! BANG! This thing gives other light 'mechs nightmares.

Before the Clans, maybe.  Once you're used to 15 point hits every turn (and remember, the Wraith and Hollander are nearly as fast and can do this too!), 20 point hits every other turn actually starts sounding like a pretty good deal.  It's going to be a priority target and unlike old-school Wolfhounds, which have to be torn apart piece by piece to put them down, it's got an XLFE.  And it's got a version of MASC that can blow the engine directly, be still my beating heart.  Again, not bad, but it's being over-hyped in my opinion.
Title: Re: Mercenary Hall
Post by: Klat on 10 July 2011, 02:34:27
I'm not about to take offense before the opinions of the master himself  [notworthy]

The boards have been kinda negative lately and I was hoping to get some positive talk regarding the new TRO and what it means for mercs. I was really hoping that TRO:P would get the boards all fired up but the praise died quickly... and the merc thread was on the second page and I figured it could use a bump  ;)

Seriously though there are plenty of people who could offend me with a post like that, you sir are not one of them. I've learned to value your opinions; your MotW article on the PEN-2* is the reason I started playing that 'mech and ordered the mini. So if you say a 'mech is a waste of time I'm going to agree; I just thought I'd try to get this thread going again.

Thanks for posting and lets keep the discussion going!
Title: Re: Mercenary Hall
Post by: Moonsword on 10 July 2011, 03:12:42
Well, none of the ones on that list are wastes of time but one's a very specialized tool and a few I just didn't think were as good as they seemed to be made out to be.  That Wolfhound is going to pack a serious wallop, for instance, but it's fragile, and the Hunchback doesn't especially excite me compared to, say, the Enforcer III.

On the other hand, there's no 'Mechs in the book that I've looked at closely that I'd basically say, "You?  Your job is to go out and spot for artillery because, really, you're not much good for anything else."  There's exactly one 'Mech that's supposed to be assigned to permanent spotter duty - the 7K Ostscout - and that's because the only armament on the 'Mech is fists, feet, and a laser pointer.  But if you've got something for that laser pointer to be used with, it was a good choice for the job.

Anything else I kind of expect to do something other than just call in fire coordinates.  I've got Ferrets to do that.

EDIT: Patrons, although I suppose if you need a cargo loader that can also fight off a horde of schoolchildren throwing rocks, it's got you covered.  Generally, I'd leave these to spaceports, warehouses, or the local infantry garrison and bring something that won't be outrun by Urbies in certain circumstances.

The AC/5 Arbiter (meaning the one that any sensible merc should be using) is a dirt cheap thing to use if you can't find or afford anything else.  If you can, well, why did you buy an Arbiter?  You've got to deal with interstellar transportation.  Militias usually don't.  My real objection is that mercs would probably find Vedettes - even old Vedettes - a lot more practical.
Title: Re: Mercenary Hall
Post by: Klat on 10 July 2011, 16:16:15
^In your opinion are there any worthwhile units in TRO:P that are available to mercs that can't be outdone by older or cheaper designs?

Case in point; the Orion has the range overlap and close quarters issues you brought up above and is far more expensive than many other 75 ton 'mechs. Heck, unless my math skills (currently augmented by caffeine) are way off you could buy a PEN-2H and have just about enough C-bills left over to snag a VND-3L and a HMR-3M  :o

Now BV is a different topic (and the above example illustrates the importance of BV) but since I prefer to play mercs (and despite my avatar I actually prefer small independent commands) cost in C-bills is one of my primary IC concerns.
Title: Re: Mercenary Hall
Post by: Colt Ward on 10 July 2011, 16:32:40
Even though I am not a huge proponent of the, "OMG energy all the way!" merc flavor . . . with the ELRMs being something new, how is ammo cost/availability going to work out?  Sure, you may have that reach . . . but can you really replace the rounds you fired off?
Title: Re: Mercenary Hall
Post by: Moonsword on 10 July 2011, 17:04:35
^In your opinion are there any worthwhile units in TRO:P that are available to mercs that can't be outdone by older or cheaper designs?

Well, we don't have a full picture of what's being manufactured yet to know what's still readily available on the market.  I just don't see the ON2-M disappearing, whether it becomes a salvage special or not.  There's some good or at least interesting options in there.  I'm restricting this list to things mercs can probably get a hold of.  These are my thoughts on what we've got:

- Gladiator exoskeletons may be useful for creating scouting groups if you've got a way to supply them with power.  Note: Infantry in general is not my strong point.  You may want to ask someone like Weirdo or Fireangel for more ideas or opinions on this one.
- Lexan Surveillance Helos are good for, well, surveillance.  The armament is probably better regarded as a source of spares for BA lasers than an actual useful option.  Firing small lasers at a +2 for not having fire control is not my idea of a deterrent.  The fusion plant, meaning no fuel needs, is a much more attractive feature since it lets them range far and wide.
- The Skulker Mk. II is a good scout or interdiction system.  Whether your forces need electronics of that grade or can get by with more normal hardware (meaning Guardians and Beagles) is an open question.  Another one is if you want to work for Davion long enough to get on the list for purchasing it.
- Warrior S-9s are pricy but excellent for harassing formations; as a bonus, they're hard to find at a distance.  In packs they can probably devastate someone's supply lines or other rear area functions.
- Are you clearing minefields?  Some Scorpion Minesweepers might be just the ticket for you.  If you're not, you may want to look elsewhere.
- If you're expecting amphibious warfare, the Hunter variant may be useful, I don't know.  If you're not, well, I think Defiance is still making the 3058 model.  Or you can buy some Strikers.
- The Myrmidon is still a decent little tank but the original would have been more useful in a lot of situations.  I can see why the Department of the Quartermaster is kind of peeved at Jalastar for that stunt.  If you're expecting to fight conventional infantry, these are good things to have handy, though.
- Phalanxes are a little odd but have their uses if you don't balk too much at the price.  Most of what's in the Fan Article I wrote a while back still applies; my detailed thoughts on the matter will be added once TRO: Prototypes is out of moratorium.
- Bandit Mk. II: With no other major anti-armor weapons, I think the VSPL is a bit of a waste in this case, but the design has some merit in my opinion and it's going to be a lot harder than most people expect to immobilize.  If you're willing to risk the Blakist boogieman, I think this design could be useful.
- The Vedette M7 is a good starting point for the DIY crowd if you're willing to invest the time and energy into refitting the turret with a better weapon or weapons.
- The Thumper Angel is a good source of two things: Thumper artillery support and Angel ECM modules.  Whether these two things need to be in the same package is something I'm not convinced of yet but it looks like a decent artillery system.  Assign guards - the armament is good for killing infantry, not 'Mechs.
- I don't think the heavy NLRM carrier is available to mercs.  If it is, it's a good replacement for the job of the old LRM carrier - much tougher and more able to look out for itself but the same speed and firepower.
- Another note on the WLF-2H: It's not that widely available for mercs because of a production backlog.  Fortunately, WLF-2s probably are judging from the deployment section's wording, so you've still got a great (and cheap) light trooper available as compensation.

Even though I am not a huge proponent of the, "OMG energy all the way!" merc flavor . . . with the ELRMs being something new, how is ammo cost/availability going to work out?  Sure, you may have that reach . . . but can you really replace the rounds you fired off?

I don't know but it's probably not great.
Title: Re: Mercenary Hall
Post by: Colt Ward on 10 July 2011, 17:34:49
So a quick question . . .

Do you prefer to have your units be specialized?  or generalist?  Mixed forces or single branch?

To reference, my 91st Argyllshire Highlanders are a understrength combined arms regiment, on paper they have the strength of a mech battalion (only 2 companies), armor battalion (2 companies, missing lighter stuff), reinforced mechanized infantry battalion (BA platoon, jump infantry platoon, foot infantry company, engineer platoon, some VTOL/APC assets), VTOL Wing (non-existant), Conventional Fighter Wing (training lance only at this time), ASF Squadron (single flight), and Deep Space flotilla (just a Fortress (obs) and Mule conversion so far).  This does not include the training group which has a lance of patched up bugs and a hanger queen WVR, pair of Myrmidons, and APCs.  I prefer such a mixed bag of assets to be able to take on any objective.

Are you a mech only fan?  Mech & BA?  Mech, armor and infantry?
Title: Re: Mercenary Hall
Post by: Klat on 10 July 2011, 17:57:56
Wow, thanks Moonsword that's a very helpful list.

Even though it was not directed at me:
So a quick question . . .

Do you prefer to have your units be specialized?  or generalist?  Mixed forces or single branch?

To reference, my 91st Argyllshire Highlanders are a understrength combined arms regiment, on paper they have the strength of a mech battalion (only 2 companies), armor battalion (2 companies, missing lighter stuff), reinforced mechanized infantry battalion (BA platoon, jump infantry platoon, foot infantry company, engineer platoon, some VTOL/APC assets), VTOL Wing (non-existant), Conventional Fighter Wing (training lance only at this time), ASF Squadron (single flight), and Deep Space flotilla (just a Fortress (obs) and Mule conversion so far).  This does not include the training group which has a lance of patched up bugs and a hanger queen WVR, pair of Myrmidons, and APCs.  I prefer such a mixed bag of assets to be able to take on any objective.

Are you a mech only fan?  Mech & BA?  Mech, armor and infantry?

I really need to branch out away from 'mechs. It's been a slow go for me thus far but I'm going to try adding some armor and infantry in the near future. BA really intrigues me but thus far I've only messed with it a handful of times in pickup games.

On another topic I'm thinking about building a small merc force to play in the Reunification War. Any recommendations for a lance sized force? I'd like to be able to get minis so that kinda limits my options.

Assuming they're available to mercs I was looking at the following: KSC-3I, CRS-6B, and FRB-2E but that's by no means a hard and fast list and still lacks a fourth 'mech to complete the lance. I was thinking that speed* would be handy during this particular era but I'd love to hear any recommendations be they fast or slow.

*Funny how speed becomes relative when all you've got are SFEs  ;)
Title: Re: Mercenary Hall
Post by: Colt Ward on 10 July 2011, 18:03:48
Actually, it was directed at all mercs.  If you are interested, I am willing to do an Outreach style 'training' game where I bring combined arms against your all mech force?
Title: Re: Mercenary Hall
Post by: Klat on 10 July 2011, 18:23:42
Actually, it was directed at all mercs.  If you are interested, I am willing to do an Outreach style 'training' game where I bring combined arms against your all mech force?

I assume you mean via MegaMek? Unfortunately I don't have that just yet (I play on a tabletop with friends and family ATM) but I'll try downloading it. It will probably take me a bit to get used to it and get through the tutorial but it's something I've been meaning to do for a long time now. Give me a bit (could be a few days) and when I get some free time I'll get moving on that and we'll try to get a game. Thanks Colt Ward!
Title: Re: Mercenary Hall
Post by: Ratwedge on 10 July 2011, 18:35:30
Quote
- Phalanxes are a little odd but have their uses if you don't balk too much at the price.  Most of what's in the Fan Article I wrote a while back still applies; my detailed thoughts on the matter will be added once TRO: Prototypes is out of moratorium.

Delicious Phalanx. Ever since it came out of the XTRO I have been using it in anti-conventional forces role alongside other elements. The Rommel Howitzer was icing on the cake and now I run both one of each  8)
Title: Re: Mercenary Hall
Post by: Colt Ward on 10 July 2011, 20:18:09
Heard about it and as a fan/user of artillery . . . Rommel Howitzer?

Also, anyone have a post-Jihad status of the mercenary worlds?  Outreach is gone, Galatea is back in the sun . . . but what of the others?  Fletcher is out of the business I suspect . . . how many sprung up in the former FWL, considering it seems to be the new Chaos March area?
Title: Re: Mercenary Hall
Post by: Ratwedge on 10 July 2011, 20:28:28
Heard about it and as a fan/user of artillery . . . Rommel Howitzer?

Also, anyone have a post-Jihad status of the mercenary worlds?  Outreach is gone, Galatea is back in the sun . . . but what of the others?  Fletcher is out of the business I suspect . . . how many sprung up in the former FWL, considering it seems to be the new Chaos March area?

Arc-Royal got pretty popular. No surprise though considering what happened to it during the Jihad and who live there.
Title: Re: Mercenary Hall
Post by: Ratwedge on 10 July 2011, 20:34:10
Heard about it and as a fan/user of artillery . . . Rommel Howitzer?

A Rommel Tank with a Thumper Artillery Cannon. Pretty much designed to turn several hexes in giant ass craters and survive about 10 seconds longer than the Phalanx, except against infantry then it dies quicker than the Phalanx.
Title: Re: Mercenary Hall
Post by: Klat on 10 July 2011, 21:14:34
Also, anyone have a post-Jihad status of the mercenary worlds?  Outreach is gone, Galatea is back in the sun . . . but what of the others?  Fletcher is out of the business I suspect . . . how many sprung up in the former FWL, considering it seems to be the new Chaos March area?

What Ratwedge said. Also...

From what little I can gather the former FWL doesn't have a central location for merc traffic per se however I'd wager Kendall would be a good place to look for work as it seems to get left alone, is (AFAIK) neutral and probably has buyers coming in from the different league states to purchase hardware from Kali Yama.

Herotitus may still be operational (I thought something happended there during the Jihad but now I can't find the reference) and would probably be a good place to find work with the TDF or MAF. Also it's a good place to blow off some steam and burn those C-bills  ;)

The AFFS has their FMCs but I don't know how much hiring is done for them and where it takes place.

FWIW the 9-16-3133 INN article on Outreach makes it sound like that planet never really died... but I doubt there's much action there until the blackout.
Title: Re: Mercenary Hall
Post by: Decoy on 10 July 2011, 21:48:33
Hrrm....the merc contract cards mention a Solaris Accord in MW:AOD.
Title: Re: Mercenary Hall
Post by: Klat on 10 July 2011, 22:25:31
Hrrm....the merc contract cards mention a Solaris Accord in MW:AOD.

Oops! Yeah, Solaris VII is probably online after the Jihad as life there returns to normal.
Title: Re: Mercenary Hall
Post by: Moonsword on 10 July 2011, 22:26:58
Are you a mech only fan?  Mech & BA?  Mech, armor and infantry?

Depends on what I'm doing and the context but generally 'Mech and armor as front-line operational forces.  Cabaleiro's Cavaliers, for instance, have a platoon or so of security troops but they aren't field forces (and aren't listed on the writeup, which was based on my field force notes) because the Cavaliers tend to emphasize high mobility field operations that, in Captain Cabaleiro's opinion, foot troops are not suitable for.  On the other hand, he doesn't look down on them.  They're invaluable for keeping his techs alive, keeping people from messing with his stuff, and making sure they don't have to rely on the locals for their security needs and they're treated (and paid) accordingly.

Also, anyone have a post-Jihad status of the mercenary worlds?  Outreach is gone, Galatea is back in the sun . . . but what of the others?  Fletcher is out of the business I suspect . . . how many sprung up in the former FWL, considering it seems to be the new Chaos March area?

There's going to be some operations in that region out of the Solaris halls, I'd expect.

A Rommel Tank with a Thumper Artillery Cannon. Pretty much designed to turn several hexes in giant ass craters and survive about 10 seconds longer than the Phalanx, except against infantry then it dies quicker than the Phalanx.

Not exactly.  If they were armed with Thumpers, I wouldn't like them nearly as much.  Rommel Howitzers are slower but somewhat up-armored Rommels with Long Tom Cannons; they're a lot tougher than even the production Phalanxes.  The reason infantry may try to kill them faster is that closing disinclines the tank to firing on them with the Long Toms but that matters mainly in point-blank ambush situations; otherwise, the infantry can't close before someone puts a Long Tom shell on their head.  Since you know they don't have close-in anti-infantry weapons, attach infantry-killing forces such as Rottweilers, anti-infantry Myrmidons, or 3058 Rommels.  Since there's a lot of other tanks that have these problems, I'm not that bothered by it given the options Rommel Howitzers bring to the table.  Personally, if you're that exercised by it, switch the Thunderbolt launcher out for an SRM rack and load it with fragmentation rounds or otherwise do something about it.

For merc purposes, these are mainly going to be seen as opponents for the moment since they're currently only slated for delivery to the Lyran, Royal, and Arcturan Guards.
Title: Re: Mercenary Hall
Post by: Colt Ward on 10 July 2011, 22:54:12
Ah, I was wondering . . . I fired up HMP and saw you could fit two Thumper Cannons on a Rommel if you tossed everything else.  Of course IIRC one of the quirks with HMP is the penalty on turret ammo.

The question is, when something like this gets used on mercs, how hard would it be to convert a Rommel to a cannon using design?
Title: Re: Mercenary Hall
Post by: Moonsword on 10 July 2011, 23:02:54
Ah, I was wondering . . . I fired up HMP and saw you could fit two Thumper Cannons on a Rommel if you tossed everything else.  Of course IIRC one of the quirks with HMP is the penalty on turret ammo.

While two Thumper tubes might be worth a single Long Tom (or, rather, say 4 or 6 vs. 2 or 3) because artillery tends to work better with more tubes on hand, the cannons aren't as equivalent.  Two Thumper cannons toss a pair of five point hits out to 14 hexes or a single Long Tom cannon tossing a 20/10 hit out to 20 hexes?  Yeah, I'm going for the Long Tom cannon if I can get it.

The question is, when something like this gets used on mercs, how hard would it be to convert a Rommel to a cannon using design?

Long Toms would be a serious pain.  There's a reason the two Howitzer designs use either XLFEs (XTRO: Steiner prototype) or a smaller engine (TRO: Prototypes production model).  If you can get your hands on the variant from RS: Upgrades, Snipers aren't too big a deal.
Title: Re: Mercenary Hall
Post by: Ratwedge on 10 July 2011, 23:40:04
I always mix up Thumpers and Long Toms.

Quote
Since there's a lot of other tanks that have these problems, I'm not that bothered by it given the options Rommel Howitzers bring to the table.  Personally, if you're that exercised by it, switch the Thunderbolt launcher out for an SRM rack and load it with fragmentation rounds or otherwise do something about it.

No, I am perfectly fine with it and certainly not exercised by it so much I need to make a custom variant to soothe my fears of human waves pouring out of strip malls, deli's and dark alleyways. In fact they are always partnered nearby Battle Armor whenever I use them, nothing like Salamanders and APGR Elemental discouraging my gaming groups Infantry hordes.

End of the day if I was to pick a Phalanx it would depend on purely what I was doing as a Merc. If I'm playing a traditional Merc force then I would drop it like its hot, I'd rather fork out for the traditional tanks to work alongside my Battlemechs. If I was running a heavy Infantry/Conventional/Battle Armor force then I would pick a couple up purely for the knock knock factor.
Title: Re: Mercenary Hall
Post by: Moonsword on 11 July 2011, 00:25:31
I think the Phalanx's ability to really mess with fast movers as well as kill BA or infantry in job lots makes it useful for mercs who are willing to take their chances and incorporate armor into their units.  The Rommels, which are more or less assault armor, would probably be more useful.  Either of them is definitely non-traditional.  I do think House units will probably find them more purchasable and more useful.
Title: Re: Mercenary Hall
Post by: Ratwedge on 11 July 2011, 00:56:18
Exactly.

I didn't even bother with Snub Arty Guns until your Phalanx Article. Now, frankly I don't see how I am going to give them up.

Title: Re: Mercenary Hall
Post by: Colt Ward on 15 July 2011, 23:01:54
How often do you take contracts where the faction of your opposition is not disclosed?  the objective is codenamed with an approximation of facilities/garrison?  The hiring party is not named?
Title: Re: Mercenary Hall
Post by: Klat on 16 July 2011, 00:20:12
How often do you take contracts where the faction of your opposition is not disclosed?  the objective is codenamed with an approximation of facilities/garrison?  The hiring party is not named?

For RPing purposes this is my favored way to set up contracts and thus force the players to do some degree of legwork. If you've ever played Shadowrun then this sort of thing will seem pretty normal. I'd imagine that a fair number of contracts are done this way to maintain operational secracy.
Title: Re: Mercenary Hall
Post by: Deadborder on 16 July 2011, 08:28:10
FWIW the 9-16-3133 INN article on Outreach makes it sound like that planet never really died... but I doubt there's much action there until the blackout.

The Dark Age Republic Atlas (avalible from the Downloads section of the CBT site in PDF form, and I love it so) makes it pretty clear that while Outreach isn't dead, it's pretty much a basket case. Population of just over a million and a surface that's "marginally habitable rock" and an ocean that's "tainted by runoff". All food needs to be imported, the cities are domed and the bulk of the population lives near the spaceport. One of the pilot bios mentioned Outreach, adding that said cities are poverty-ridden hellholes.

So yeah. While Outreach isn't dead per se, it's defintely not the hub of merc activity.

Galatea seems to be the be-all and the end-all of the Dar Age-era merc Trade. Fletcher's write-up didn't mention mercenaries at all. The Word shut down the merc trade there in the early Jihad, and It never recovered. No other worlds were mentioned as merc hubs, but that doesn't exclude anything.

The text implied that the Merc trade had been withering and struggling for decades, though I'd imagine that the blackpout gives it a good kick-start
Title: Re: Mercenary Hall
Post by: Klat on 16 July 2011, 16:30:31
The INN article also has an interview in which the following is said:

“Sure, most of the Dragoons left when the planet was bombed, but a few stayed behind, fought in the resistance, helped turn
back the tide, just like old Jaime would’ve done,” says Maria Worthington, a local entertainer. “Since then, [Outreach] has been
sort of the unadvertised center of the merc business. Sure, lots of wannabes go to Galatea for contracts, but those in the know
come here, the source of anything anybody needs to know about anything.”

Again this is in 3133 so who knows what conditions are like in the 3090s but I wouldn't count Outreach out just yet.
Title: Re: Mercenary Hall
Post by: Demon55 on 20 July 2011, 10:08:52
Speaking of armor I am finding that the tanks with movement speeds of 3/5 and 4/6 are too slow for me unless used in a defensive position. Tanks that move 5/8 and higher are pretty useful. 
Title: Re: Mercenary Hall
Post by: Ork777 on 20 July 2011, 11:40:49
The basic employers of my group it is Periphery and various Corporations. Sometimes regional leaders on planets of Deviona resort to our services. This that that is necessary for small division. As I don't want to be involved in large-scale conflicts where it is possible to lose all easily.

12 BM, 4 APC on an air cushion, 10 average tanks and 4 platoons of easy infantry for territory control.
Title: Re: Mercenary Hall
Post by: Colt Ward on 07 September 2011, 19:39:38
So . . . equipping the mercenary force . . .

A merc unit's primary assets to be evaluated for employment should be divided in 3 different areas IMO.  First, direct combat equipment such as mechs, armor, conventional and aero fighters, battle armor, and infantry kit.  Second, the tech support and equipment which we could include the logistics aspect.  Third, transport assets which are your jumpships, dropships, small craft and maybe the transport conventional aircraft.

How do you balance the 3 aspects when buying/replacing new equipment?  I honestly think purchasing the second and third are somewhat more important than new combat equipment as long as you have not taken drastic losses.  A merc unit hemorrages money when it does not have its own transport, either in the contract phase or paying for it on their own.  A top notch tech support team can put equipment back together that others consider 'junk' and they can rebuild damaged machines you might want to buy to replace.

I am considering my next major merc purchase to be a 'new' Union class dropship.  Something rigged for the combined arms that my unit practices . . . I tend to spread the various arms out across the two dropships I have now instead of putting them all in one.
Title: Re: Mercenary Hall
Post by: Demon55 on 08 September 2011, 23:04:10
IMO you should have enough support personnel and equipment to keep things running.  Come to think of it, I need to hire more techs.
Title: Re: Mercenary Hall
Post by: Top Sergeant on 09 September 2011, 18:48:59
IMO you should have enough support personnel and equipment to keep things running.  Come to think of it, I need to hire more techs.

And train the line troops to do good maintainance as well. O0
Title: Re: Mercenary Hall
Post by: Crunch on 09 September 2011, 20:35:05
And train the line troops to do good maintainance as well. O0

I've been toying with the idea of using the HQ security detachment as Astechs.
Title: Re: Mercenary Hall
Post by: Colt Ward on 09 September 2011, 22:16:27
Well . . . your wrenchs can supplement the guards in a stand-to, but you want your security to be dedicated to that job. 
Title: Re: Mercenary Hall
Post by: Top Sergeant on 09 September 2011, 22:28:38
I've been toying with the idea of using the HQ security detachment as Astechs.

I'd only do that in a pinch.
Title: Re: Mercenary Hall
Post by: Moonsword on 10 September 2011, 06:37:48
Among other things, my reservations on that includes the fact that the HQ security detachment has something else to be doing, like protecting the astechs.
Title: Re: Mercenary Hall
Post by: Top Sergeant on 17 September 2011, 16:37:32
Regarding Mercenary awards:

IIRC only a very few of the largest commands (Eridani Light Horse, etc) had any sort of awards that they would issue in appropriate circumstances to their soldiers. Typically, I believe, most mercs--if they recieved any at all--were issued by the Great House to whom they were contracted. Am I correct in this? I am trying to rely on my sometimes unreliable memory because nearly all of my sourcebooks are at home (400 miles northwest of me;)).

I bring this up because I just settled on a uniform for my homebrew merc unit and when I was done this thought of awards came percolating up in my head.

Follow up question: did the MRBC have any awards it would issue?
Title: Re: Mercenary Hall
Post by: Dread Moores on 17 September 2011, 16:44:23
There were a few exceptions, but not many. Off the top of my head, I'm thinking of the Blue Star Irregulars and them passing down the SLDF awards they had.
Title: Re: Mercenary Hall
Post by: Top Sergeant on 17 September 2011, 16:48:58
There were a few exceptions, but not many. Off the top of my head, I'm thinking of the Blue Star Irregulars and them passing down the SLDF awards they had.

Hmm. I hadn't thought of SLDF heritage units. 15th Dracon, 4th Tau Ceti, etc.
Title: Re: Mercenary Hall
Post by: Colt Ward on 17 September 2011, 21:43:19
Going back to the Merc Espirit de Corp topic I started a couple months back . . . I think Napoleon was right with-

"A solider will fight long and hard for a bit of colored ribbon"

And while I cannot find the quote, IIRC, George said exchanging a few bits of ribbon and metal for a machine gun nest or pillbox was a cheap exchange.

For my mercs, I have not come up with any award system.  Though we DO have a memorial for the dead, listing them like modern monuments.  Its something to do.  I have designed a patch for them and a uniform set up as well.  I have not figured about a parade paint scheme and generally figure on suitable camo for the environment.
Title: Re: Mercenary Hall
Post by: Demon55 on 19 September 2011, 18:48:58
Memorials for the dead.  Possibly ribbons and or medals from the employer (the unit itself may have them if they have the spare change).  Also the unit member may receive a bonus, but medals and ribbons are cheaper.
Title: Re: Mercenary Hall
Post by: GreyJaeger on 24 September 2011, 09:15:58
I have been looking, and not having much success, for information concerning the repair facilities on Galatea. What I am looking for in particular is would their facilities be extensive enough to count as a Factory for Refurbishment or Class E or F Refit Kits? I would say yes, even if there are no actual factories, just for the fact of Galatea's history of being a major SLDF training facilities as well as it's years as the hub of the Mercenary trade. I guess I should state this is in the years immediately following the Fourth Succession War, 3034 to be exact.

A second question concerns switching "homes" The mercenary unit I am currently running a campaign for calls Galatea home. But as more time goes by, they may need to re-locate. It would seem the only change I honestly see, other than the physical move, would be the first attempt to attain a contract from a new Hall would be a bit more difficult in the form of no Hiring Hall bonus. Any thoughts? Again, this is taking place in the immediate post-4SW years.
Title: Re: Mercenary Hall
Post by: Demon55 on 24 September 2011, 10:37:18
If you have enough droppers to hold all your stuff, just store it in the dropships and rent an office on planet for the company lawyer, accountants. financiers, etc.  If you do not have enough dropships you will have to rent a mech hanger.
Title: Re: Mercenary Hall
Post by: GreyJaeger on 24 September 2011, 12:39:52
If you have enough droppers to hold all your stuff, just store it in the dropships and rent an office on planet for the company lawyer, accountants. financiers, etc.  If you do not have enough dropships you will have to rent a mech hanger.

Figure you will still want to rent some space anyways, just for the room if nothing else. I was asking more about any penalties for switching Hiring Halls.

Found another peculiarity though.. Where the hell is the rules for selling equipment? I have looked at both FM: Mercenaries, both Supplementals, and even Mercenaries:3055. Or did I just overlook it somewhere?
Title: Re: Mercenary Hall
Post by: Colt Ward on 24 September 2011, 16:40:40
Pretty sure it is in FM Mercs(R), however it should be simple.  You could just reverse the process.

Anyone ever deal with specialist units?  For instance, SP or towed artillery battalions protected by assault & heavy mechs?  Aero or conventional fighter wings?  Air mobile (VTOL or Small Craft) battle armor battalions?  Naval hover squadrons?  Salvage & Repair companies?
Title: Re: Mercenary Hall
Post by: Rainbow 6 on 28 September 2011, 12:26:05
Quick question for you all, i know that a combined arms unit called Brewer's Legion was formed from the remaints of the Gray Death and then stomped by the wobbies on Glengarry defending Gray Death Tech. But given Duke Brewer (and his family) are still around does anyone think they could be brought back?
Title: Re: Mercenary Hall
Post by: truetanker on 28 September 2011, 17:07:11
Only way of that is if the Duke himself authorizes a new one, sadly, the Brewer's Legion where slaughtered on Glengarry by the 18th Division.

Jihad Secrets, p. 91

Also if they are around, most likely a Demi-company at best. 1-2 mechs, 2-3 tanks maybe 4-6 man BA Squad. Possible 2 Infantry squads as well, no ASF or transport.

Now if you want, you could use GDL tactics with B or C column Merc RAT and build yourself a mix Battalion and then fight against at least 2 Level III's over a piece of Factory property...  ;)

What survives is the " New " Brewer's Legion.

TT
Title: Re: Mercenary Hall
Post by: GaelicGraywolf on 28 September 2011, 21:33:03
Heres a good question for my fellow mercs:

Where do you call home and why?  Kell Hounds? Wolf's Dragoons? Your own company?

The Gaelic Gray Wolves checking in, started with The 21st Centauri Lancers.  Little disagreement with my company commander and started by own company.  Have no home but currently (before jihad) aiding in the defense of ARDC.
Title: Re: Mercenary Hall
Post by: Rainbow 6 on 29 September 2011, 12:36:57
Only way of that is if the Duke himself authorizes a new one, sadly, the Brewer's Legion where slaughtered on Glengarry by the 18th Division.

Jihad Secrets, p. 91

Also if they are around, most likely a Demi-company at best. 1-2 mechs, 2-3 tanks maybe 4-6 man BA Squad. Possible 2 Infantry squads as well, no ASF or transport.

Now if you want, you could use GDL tactics with B or C column Merc RAT and build yourself a mix Battalion and then fight against at least 2 Level III's over a piece of Factory property...  ;)

What survives is the " New " Brewer's Legion.

TT

sigh, oh well it was an idea.
Title: Re: Mercenary Hall
Post by: Colt Ward on 29 September 2011, 15:41:42
I thought there was some sort of GDL formation in MWDA?
Title: Re: Mercenary Hall
Post by: Rainbow 6 on 29 September 2011, 16:11:34
Gray Death Battle Armour is still being built and used.
Title: Re: Mercenary Hall
Post by: Colt Ward on 29 September 2011, 18:16:45
Which does not mean the merc unit that led them off does not still exist.  GDL Standard and Scout are good, especially if they are the ones generally available to mercs rather than having to worry about House availablity.  The suits will make any command a more intregrated, able to perform any tasking.
Title: Re: Mercenary Hall
Post by: Dread Moores on 29 September 2011, 18:32:35
Gray Death Battle Armour is still being built and used.

Gray Death Strike armor is. No information on the others yet, other than that Gray Death Technologies was "virtually destroyed."
Title: Re: Mercenary Hall
Post by: Colt Ward on 29 September 2011, 18:38:00
Strike armor?  is that different than the 'Standard'?  What I would like is to get the Merc BA that Battle Magic was working on since the 3064 or so.
Title: Re: Mercenary Hall
Post by: Dread Moores on 29 September 2011, 18:40:44
Strike armor?  is that different than the 'Standard'?  What I would like is to get the Merc BA that Battle Magic was working on since the 3064 or so.

Gray Death Strike is found on pg 12 of TRO Prototypes. It's a newly developed battle armor suit. Whatever BA suit Battle Magic was working on may have died with them on Outreach. It doesn't appear to have anything to do with Gray Death Strike.
Title: Re: Mercenary Hall
Post by: Klat on 30 September 2011, 17:17:25
RS 3085U: ONN also has the Gray Death Heavy. IIRC TRO:P states that the Gray Death Strike is only being sold to the Lyran Commonwealth, which is too bad. While off the topic of the GDL but on the topic of BA the Kopis is available to mercs per the MUL  [drool]
Title: Re: Mercenary Hall
Post by: Colt Ward on 30 September 2011, 21:41:41
ONN?  and what/when are the Kopis?
Title: Re: Mercenary Hall
Post by: Klat on 30 September 2011, 22:37:49
ONN?  and what/when are the Kopis?

Sorry about the confusion, hope this helps:

Kopis is in TRO 3085 on page 12 and the MUL lists it as available to mercs. MUL can be found at: www.masterunitlist.info (http://www.masterunitlist.info) and an overview of the Kopis is available on Sarna at: www.sarna.net/wiki/Kopis (http://www.sarna.net/wiki/Kopis)

ONN stands for "Old is the New New" and is a section of refits in TRO 3085. The unabridged record sheets also include the stats for the Gray Death Heavy BA but no fluff has been provided yet AFAIK. The MUL also lists the Gray Death Heavy as available to mercs. Sarna entry: www.sarna.net/wiki/Gray_Death_Heavy (http://www.sarna.net/wiki/Gray_Death_Heavy)
Title: Re: Mercenary Hall
Post by: Colt Ward on 30 September 2011, 23:55:34
Wow the 'zuchi's big brother crossed with some Corona genes.
Title: Re: Mercenary Hall
Post by: Rainbow 6 on 07 November 2011, 16:52:19
Nothing's been posted here for a while so to get us going again, how big do we think the various mercenary commands will grow to be again now the jihad has ended?

I'm thinking the Eridani Light Horse will grow back to the size of a combined arms regiment.
Title: Re: Mercenary Hall
Post by: truetanker on 07 November 2011, 18:02:09
ELH is now Scorpion property.

I wish Miller's Maurders came back...

Personally I believe at least some of the Survivors are around.

How?

3064 has Rho Galaxy with an unnamed solahma cluster.

Freebirth mayhaps? Baber's Marauder IIs survivors?

Lets see now...

20x MAD-3R (C)'s
10x MAD-IIC / MAD-IIC 5's

Nice little Cluster here, eh?

TT
Title: Re: Mercenary Hall
Post by: Colt Ward on 07 November 2011, 21:22:19
How many mercs are going to operate in the former FWL for its Brush Wars?  I think it will sort of replace the Chaos March.
Title: Re: Mercenary Hall
Post by: Decoy on 07 November 2011, 21:32:24
I'm going to say lots. The new gold standard seems to be combined arms battalions at the biggest.
Title: Re: Mercenary Hall
Post by: Top Sergeant on 07 November 2011, 21:42:59
I'm going to say lots. The new gold standard seems to be combined arms battalions at the biggest.

That would seem to dovetail with the force drawdown in the Dark Age.
Title: Re: Mercenary Hall
Post by: Colt Ward on 07 November 2011, 22:24:48
But its what we see only in a limited area . . . and the drawn down was to put machines in storage/hiding.  Cappies have all sorts of hollow mountains with mechs, armor and battle armor!

If the former FWL keeps the tension up . . . it might be multiple combined arms battalions under hire.  It could also be an organizational thing, instead of having pure mech or armor regiments, they can have battalion combat teams.  I actually like that approach (do it on my own) since I prefer combined arms.
Title: Re: Mercenary Hall
Post by: Deathknight69 on 08 November 2011, 02:38:58
Sounds like more job opportunities for us fun-loving Merc's  :) :D .
Title: Re: Mercenary Hall
Post by: Deathknight69 on 08 November 2011, 02:49:19
Hey All, Got a Question for you. What's the best ARC-?? Archer variant available to us Merc's circa 3067?
Title: Re: Mercenary Hall
Post by: Neufeld on 08 November 2011, 03:50:18
Hey All, Got a Question for you. What's the best ARC-?? Archer variant available to us Merc's circa 3067?

Well, the MUL gives ARC-2R, ARC-4M, ARC-5R, ARC-6S, ARC-8M and ARC-9M as available to mercs.
Of those ARC-9M is a Jihad era design, and the ARC-2R is clearly not the best.

So, we have:
ARC-4M -- BV 1705, 4/6/0 SFE, 2xLRM20+A4 (12 shot/launcher), CASE, 2xML, 2xML(R), 10 DHS, 216 pts armor, Clan Invasion
ARC-5R -- BV 1672, 4/6/0 SFE, 2xLRM15+A4 (16 shot/launcher), CASE, 2xERLL, 12 DHS, 184 pts armor, Clan Invasion
ARC-6S -- BV 1694, 4/6/0 LFE, 2xLRM20+A4 (12 shot/launcher), CASE, 2xML, 2xSSRM2 (50 shot/launcher), ERSL(R), 10 DHS, 217 pts armor, Civil War
ARC-8M -- BV 1759, 4/6/0 SFE, 2xLRM15+A4 (16 shot/launcher), CASE, ERLL, 3xERML, 12 DHS, 216 pts armor, Civil War

The ARC-5R seems bad in comparison with the ARC-8M, since the latter has more armor and is able to bracket-fire better.
Neither am I sold on the ARC-6S, which seems have a significant price hike due to the Light Fusion Engine, just for dual Streak SRM2s, compared to the ARC-4M.

So, I would say either ARC-4M or ARC-8M, depending on if you prefer the bigger racks on the 4M, or the greater ammo endurance and more secondaries on the 8M.
Title: Re: Mercenary Hall
Post by: Top Sergeant on 08 November 2011, 05:39:14
Hey All, Got a Question for you. What's the best ARC-?? Archer variant available to us Merc's circa 3067?

Conjure yourself a reason to gat an ARC-2K and then mod it with double heat sinks. This is very reasonable mod and I know I woudn't have any issues with it.
Title: Re: Mercenary Hall
Post by: Decoy on 08 November 2011, 12:16:37
In other words, an ARC-5R but with larges instead of ER. I knew an old friend who thought the same way as that.
Title: Re: Mercenary Hall
Post by: Demon55 on 08 November 2011, 12:26:54
ARC-4M or 5R or as Decoy said 5R and drop the erLLs for just LLs.  I would stay away from the 5S.  Never used the 5W so I cannot comment on it. 
Title: Re: Mercenary Hall
Post by: Klat on 08 November 2011, 13:53:46
How many mercs are going to operate in the former FWL for its Brush Wars?  I think it will sort of replace the Chaos March.

Per the 12 September 3079 INN article, JFR pg. 25 the former FWL sounds like the place to be if you're a merc. While the article specifically mentions company sized commands it also mentions the combined arms approach of the Battle Corps which I believe is larger than a company. Get those "M" 'mechs warmed up and start making some money  [rockon]
Title: Re: Mercenary Hall
Post by: Colt Ward on 08 November 2011, 14:39:51
For the Archer question . . . do you really want A4 on the launchers?  Stripping it out is something I have considered for my LRM units.  The -6S is not bad, lots of useful secondary weapons but I hate it having the SSRM2s, just takes up space that could be dedicated to LRM support.

Playing with HMP, you could strip the ERSL, 2 pt armor (however that is old armor rules?), LRMs and SSRMs for 4 LRM15 launchers with 32 reloads.  It gives some long range punch.

As far as FWL and M mechs . . . heck, depending what the mercs bring to the region you can bring a force that can run circles around them on specific cases.

Anyone thinking about trying to get a landhold on some of these independent worlds?
Title: Re: Mercenary Hall
Post by: Decoy on 08 November 2011, 14:47:18
Heh. I'd wonder about empire building.  The situation is ripe for pocket nations of a handful of worlds that disintegrate every decade or so.
Title: Re: Mercenary Hall
Post by: Colt Ward on 08 November 2011, 14:49:07
Yup, plenty of ways to profit . . . you could become the king makers on a world like that . . . Question is, how 'good' of a character are you going to run?
Title: Re: Mercenary Hall
Post by: Decoy on 08 November 2011, 14:53:06
Good enough to put the budget into the black.
Title: Re: Mercenary Hall
Post by: Rainbow 6 on 08 November 2011, 16:20:49
So its fun times for mercs in the Former Free Worlds, i'm guessing the Lyran/Clan border will remain a hot zone for us as well? and maybe the Taurian region?
Title: Re: Mercenary Hall
Post by: truetanker on 08 November 2011, 17:30:05
I always had fun with the Archer-2S, just mod the sinks to double and ER the mediums.

5 heat per launcher and 5 more from each of the mediums.

Makes a great firesupport, just add Inferno and some magnetic BA...

TT
Title: Re: Mercenary Hall
Post by: Moonsword on 08 November 2011, 17:44:28
In other words, an ARC-5R but with larges instead of ER. I knew an old friend who thought the same way as that.

And the endo-steel.  Those 3.5 tons are pretty handy.
Title: Re: Mercenary Hall
Post by: Colt Ward on 08 November 2011, 19:08:06
What are folks opinions on the FWL subfactions?

The list is, afaik
Principality of Regulus (Cameron-Jones)
Marik Commonwealth (Marik?)
Grand Duchy of Oriente (Halas/Halas-Marik?)
Stewart Commonality (Stewart-Marik)
Ducy of Orloff (?)
Tamarind (Brett?)
Andurien
Border Protectorate (Bryce-Marik?)
     Zosma, Denebola, Alula Australis
Rim Collection
Silverhawk Coalition
     Kalidasa, New Hope, Shiloh, Callison, Marcus

Above is the name of the subfaction, possible leading House and then for a few the worlds.  Anyone have better information?  Do we have a clue of what the military strength will be at the start/conclusion of the Jihad?  For instance, I know the Regulans have what, 5 regiments of mechs with armor, ASF and infantry support.  Then we know they hire in at least something like 3 regiments of mercs which die off during their invasion of Gibson.  What about Andurien?  Or the Rim Collection?
Title: Re: Mercenary Hall
Post by: Decoy on 08 November 2011, 23:49:47
As far as the Regulan Fiefs go, the current plot bunny in my head says that there's someone who inherited a whole bunch of cash from that situation and has nothing better to do than to make the Regulans pay.
Title: Re: Mercenary Hall
Post by: Rainbow 6 on 09 November 2011, 16:02:02
What are folks opinions on the FWL subfactions?

The list is, afaik
Principality of Regulus (Cameron-Jones)
Marik Commonwealth (Marik?)
Grand Duchy of Oriente (Halas/Halas-Marik?)
Stewart Commonality (Stewart-Marik)
Ducy of Orloff (?)
Tamarind (Brett?)
Andurien
Border Protectorate (Bryce-Marik?)
     Zosma, Denebola, Alula Australis
Rim Collection
Silverhawk Coalition
     Kalidasa, New Hope, Shiloh, Callison, Marcus

Above is the name of the subfaction, possible leading House and then for a few the worlds.  Anyone have better information?  Do we have a clue of what the military strength will be at the start/conclusion of the Jihad?  For instance, I know the Regulans have what, 5 regiments of mechs with armor, ASF and infantry support.  Then we know they hire in at least something like 3 regiments of mercs which die off during their invasion of Gibson.  What about Andurien?  Or the Rim Collection?

Right post Jihad were looking at 6 major subfactions:-

Marik-Stewart Commonwealth (Old Marik Commonwealth, Stewart Commonality and part of the Silver Hawks)
Regulan Fiefs (All the Regulan parts of the League)
Oriente Protectorate (Duchy of Oriente, Duchy of Orloff, The Protectorate)
Duchy of Andurien (Duchy and Mosiro)
Duchy of Tamarind-Abbey (Tamarind, Abbey and a number of independents)
Rim Commonality

Oh the Regulan Defense Force (Regulan Hussars) have 12 combined arms regiments as of 3079 according to the field report.
Title: Re: Mercenary Hall
Post by: Demon55 on 09 November 2011, 17:58:26
I am considering having only fusion engined tanks for my armored company (with the exception of hovercraft).  Thoughts?
Title: Re: Mercenary Hall
Post by: Decoy on 09 November 2011, 18:17:51
The RDF has nine Battalion combat teams, from their write up. Add to that that the Regulans are mostly dependent on internal production and that much of their production is retrotech.
Title: Re: Mercenary Hall
Post by: Moonsword on 09 November 2011, 18:58:10
I am considering having only fusion engined tanks for my armored company (with the exception of hovercraft).  Thoughts?

Fusion-powered units are generally superior but you're going to pay a premium and offend some of the purists.  Which hovers are you looking at?
Title: Re: Mercenary Hall
Post by: ANS Kamas P81 on 09 November 2011, 20:01:35
The RDF has nine Battalion combat teams, from their write up. Add to that that the Regulans are mostly dependent on internal production and that much of their production is retrotech.
This is what I picked out of Objective Raids 3067 as well as the new TROs.  It's kind of sparse, for obvious reason.  The Patriot also seems to be popular, with good reason; between that, the Ostwar, the Sarissa, and the new Merkava they've got a good core.  If the WHM and MAD are still in production, well, they have some solid heavies at least.

Production 3067 (per MadCap)
Wallis
WHM-8M Warhammer
MAD-9M2 Marauder

Production 3075:
Wallis:
PKM-2C Patriot
PKM-2D Patriot
PKM-2E Patriot
Tiber:
Merkava Mk IX

Production 3085:
Wallis:
Tufana Hovercraft
Tufana iNarc
OWR-2M Ostwar
OWR-3M Ostwar
Muscida:
Heavy Jump Infantry (Royal Gurkha Battalion)

Production 3090:
MN1-D Sarissa
MN1-K Sarissa
MN2-A Sarissa

Notes 3075:
Condor Hover Tank "a common sight"
PKM-2C "equip all company commanders and higher"
Merkava "in large numbers"

Notes 3085:
Tufanas believed to be in "all Regulan Hussar units as well as most other Regulan units"
Moltke M1 and M2 being sold to Regulus and Regulan Free States
HCT-5S Hatchetmans captured by FWL, these and -6M variant used by Regulus
Original Ostwar production of OWR-2M converted to -3M, many -2M still remain in service

Notes 3090:
MN1-D, MN2-A Sarissa SecurityMech serving "in quantity" in planetary militias, MN1-D short production run
Merlin Ngake and six converted Merlin-R1 DropShips
Title: Re: Mercenary Hall
Post by: Colt Ward on 09 November 2011, 21:47:02
There is also supposed to be a factory on Regulus IIRC.
Title: Re: Mercenary Hall
Post by: Klat on 09 November 2011, 21:49:08
I believe TRO: 3085 mentions that the MAD-9M2 is still in production and being sold at a discount. I want a mini of that monster so bad...

EDIT: Confirmed; Ronin is building knockoffs by the time TRO: 3085 is published but Irian is the one selling them at a discount (TRO: 3085 pg. 260, variants)

Also Lyran 'mechs are being imported into the Principality via intermediaries per JFR pg. 93. The thought of those Regulan bastards at the helm of Lyran 'mechs is kinda scary IMO.
Title: Re: Mercenary Hall
Post by: Top Sergeant on 09 November 2011, 22:59:35
I am considering having only fusion engined tanks for my armored company (with the exception of hovercraft).  Thoughts?

That will make maintenance a heckuva lot easier! Also logistics.
Title: Re: Mercenary Hall
Post by: Demon55 on 10 November 2011, 11:01:47
I am keeping the Maxims as they are my inf carriers and Pegasii, Drillson, Condor.  As for the Tanks I may replace my Striker Light Tanks with Myrmidons, also have some Pattons and Rommels. 
Title: Re: Mercenary Hall
Post by: Colt Ward on 10 November 2011, 11:07:45
Anyone ever think about getting tanks that use the same engine as your mechs?  It means your spare spare is rolling around in armor, a bit harder to lose in an enemy raid on your supply dump.
Title: Re: Mercenary Hall
Post by: Decoy on 10 November 2011, 11:25:47
A Marik Awesome pilot thought the same way you did regarding Schreks. The Schrek crews didn't like it.
Title: Re: Mercenary Hall
Post by: Demon55 on 10 November 2011, 14:31:03
A Marik Awesome pilot thought the same way you did regarding Schreks. The Schrek crews didn't like it.

I take it that they did not get leave when their tank had its engine removed.
Title: Re: Mercenary Hall
Post by: Rainbow 6 on 10 November 2011, 14:42:14
I believe TRO: 3085 mentions that the MAD-9M2 is still in production and being sold at a discount. I want a mini of that monster so bad...

EDIT: Confirmed; Ronin is building knockoffs by the time TRO: 3085 is published but Irian is the one selling them at a discount (TRO: 3085 pg. 260, variants)

Also Lyran 'mechs are being imported into the Principality via intermediaries per JFR pg. 93. The thought of those Regulan bastards at the helm of Lyran 'mechs is kinda scary IMO.

I'm guessing the Lyrans figure selling equipment to the enemies of the Marik-Stewart Commonwealth and Duchy of Tamarind-Abbey makes good stratigic sense.
Title: Re: Mercenary Hall
Post by: Klat on 10 November 2011, 15:41:05
I'm guessing the Lyrans figure selling equipment to the enemies of the Marik-Stewart Commonwealth and Duchy of Tamarind-Abbey makes good stratigic sense.

Good point, I hadn't thought of that and instead assumed it was just about the money. Your theory also gives further reasoning behind the use of third parties to move the 'mechs; no sense in letting potential enemies know you're supplying the monster next door with weapons. Good catch  8)
Title: Re: Mercenary Hall
Post by: Colt Ward on 10 November 2011, 17:28:09
I guess that is one way to put some spine in the Lyran wall of steel.
Title: Re: Mercenary Hall
Post by: Rainbow 6 on 11 November 2011, 15:01:11
I guess that is one way to put some spine in the Lyran wall of steel.

Nah the best way to do that is for the Lyrans to employ the likes of us  }:)
Title: Re: Mercenary Hall
Post by: Deathknight69 on 12 November 2011, 16:00:38
Nah the best way to do that is for the Lyrans to employ the likes of us  }:)
The Lyrans need a lot of spine, Are there that many merc's here, I'd like to think so...
Title: Re: Mercenary Hall
Post by: Demon55 on 13 November 2011, 10:47:14
1, 2, 3, 4 little Lyrans...
Title: Re: Mercenary Hall
Post by: Top Sergeant on 13 November 2011, 13:19:54
The Lyrans need a lot of spine, 

At least they have a spine, unlike the Feddies.  ;)
Title: Re: Mercenary Hall
Post by: Southern Coyote on 15 November 2011, 16:20:41
A thread over in General Discussion got me to thinking: where does your Merc company go to buy Mechs?

Since I usually play Kell Hounds, or a farmed out group taking a contract from them, I usually go to Arc-Royal unless I'm looking for something not found in Steiner/Davion space.  In which case, I hit Solaris. 

What about you?
Title: Re: Mercenary Hall
Post by: Colt Ward on 15 November 2011, 16:43:00
My mercs are operating in the Chaos March, Jan 3064 as of the current time mid-contract.  We have bought equipment from Northwind as well as hiring out a few BA & Infantry instructors during the start up.  Now we train our own BA and offer instruction for mechanized BA & infantry tactics.  Most of our purchasing is done on Outreach just because it gets so much equipment passing through, both buying and selling.  Since my unit has a base on Fletcher between contracts, I tend to buy lower grade but high volume stuff on my home planet.  Std armor, std internal structure, general parts for armor, mechs, ASF, conventional fighters, battle armor and dropships, food, general housekeeping supplies, mech grade ammo, infantry ammo, vehicle ammo, parts for the machine shop that does repairs & builds Rockets/Rocket Pods, and other consumables are picked up from Royce (Fletcher's freezone capital) to be taken out to my spot in the boonies.

I have also, as discussed in that topic, bought some pieces of equipment and ammunition that are restricted from the employer at market value.  My contract with the Capellan Confederation had a requirement that I could buy Thunder and Thunder Aug LRM ammo from them, but in limited quantities a week while on contract.  I could also buy ECM units from them, which worked out a bit cheaper than going through dealers in Royce or Harlech City.  I had to pay shipping costs for the items coming in though it was transported with supplies for other Capellan units.
Title: Re: Mercenary Hall
Post by: Klat on 15 November 2011, 17:12:16
A thread over in General Discussion got me to thinking: where does your Merc company go to buy Mechs?

Since I usually play Kell Hounds, or a farmed out group taking a contract from them, I usually go to Arc-Royal unless I'm looking for something not found in Steiner/Davion space.  In which case, I hit Solaris. 

What about you?

I'll admit I've been rather lazy when exploring this topic. My usual way of handling 'mech purchases is to have characters go through a "fixer" much like in Shadowrun. No fixer = the characters have to do the legwork to find a 'mech. I can only imagine how convoluted 'mech ownership can become after the RotS' Redemption Act goes into effect. The few times I've had a player who did the purchasing themselves I had them deal with scumbag arms dealers hawking used 'mechs out of a dropship "no questions asked."

I would assume there are legitimate sales reps on Galatea but beyond that I've no idea.
Title: Re: Mercenary Hall
Post by: Colt Ward on 15 November 2011, 17:23:22
And other places around the Inner Sphere.  Its all a matter of what you want and how much you will pay to get it.
Title: Re: Mercenary Hall
Post by: Top Sergeant on 15 November 2011, 18:42:18
My Merc unit was an armor and infantry one until the Clan Invasion. Another merc unit, a recovery and maintenance one, had also been hired and my mercs were assigned to babysit 'em. We were then attached to a FC RCT. When the FedCom troops bugged out both Mercs got pissed, and so when we finally made it off planet we claimed we had to leave behind the damaged FC mechs. The maintenance unit was formally merged into mine and we picked up 13 battlemechs in various states of disrepair, of which we were able to fix 11 and sell off the parts of the other two after removing their serial numbers.  ::)
Title: Re: Mercenary Hall
Post by: Deathknight69 on 16 November 2011, 03:01:44
I just kind of play it by ear. It'll depend on what the GM and I decide to do. (Usually over multiple beers  :D ;) ). It can get interesting.
Title: Re: Mercenary Hall
Post by: Klat on 18 November 2011, 22:31:45
Somewhat on topic; how closely do most merc players adhere to the MUL? I really like the WHM-8K but it isn't listed as available to mercs per the MUL. I figure some deviation is to be expected in any force but how much is too much?
Title: Re: Mercenary Hall
Post by: Colt Ward on 18 November 2011, 23:51:31
Hmm, I think my fanciest gear in 3064 is . . .

Men Shen, Wraith and Bloodhound which were ransom from a merc regiment.  Or perhaps the squad of six Elemental suits.  Otherwise I use old stuff, the old D 3025 mechs, Po & Zhukov Heavy Tanks, Schreks, and L1 fighters.
Title: Re: Mercenary Hall
Post by: Neufeld on 19 November 2011, 03:03:59
Somewhat on topic; how closely do most merc players adhere to the MUL? I really like the WHM-8K but it isn't listed as available to mercs per the MUL. I figure some deviation is to be expected in any force but how much is too much?

The 8K? As it is a Jihad Era Draconis Combine mech, I would say that for that one you should be restricted to salvage.
Title: Re: Mercenary Hall
Post by: Decoy on 19 November 2011, 14:15:25
It's all a matter of suspending disbelief.  In example, the WHM-8K Warhammer is a not too difficult refit, IIRC. I don't think many would mind if you had one or two in a company of twelve, say.  If you were to use a lance of Orochis in your mercenary company, a few eyebrows might be raised, but then again, it's your merc  unit in your universe. *shrugs*
Title: Re: Mercenary Hall
Post by: Klat on 19 November 2011, 16:09:49
It's all a matter of suspending disbelief.  In example, the WHM-8K Warhammer is a not too difficult refit, IIRC. I don't think many would mind if you had one or two in a company of twelve, say.  If you were to use a lance of Orochis in your mercenary company, a few eyebrows might be raised, but then again, it's your merc  unit in your universe. *shrugs*

It would just be one in a company sized unit post Jihad. Also, you are correct about refitting one; using the -8D (which appears in the MUL as available to mercs) as a base the conversion is a type C refit if I am not mistaken.
Title: Re: Mercenary Hall
Post by: Colt Ward on 20 November 2011, 03:03:36
If you have not chanced across the topics I put up . . .

My mercs undertook a series of opportunity strikes at the tyrant's forces with the rebels they were paid by a 3rd party to back.  Well, after playing through 4 of the 6 scenarios . . . my forces have taken a bit of damage, the last one was the worst due to the TACs and going internal as I tried to hang on a bit too long to win.  But the rebels have gotten hammered, granted it was with some of the lightest forces they had assembled.  So far they have lost 6 light mechs (3 destroyed, 3 salvageable by enemy), two Warriors destroyed, a damaged Blizzard APC and about a platoons' worth of infantry dead.  Of the downed MW, which are the hardest skill sets to replace, only one was rescued by my forces.  Two are dead and three were captured by the tyrant.  One of the captured is being held at a firebase that is under siege with artillery & air strikes taking place.  The two remaining scenarios have the rebel's medium lances getting involved in large scale battles along with some of their armor assets. 

The tyrant's forces are worse off, sort of.  Repair and refit facilities & warehouses got trashed.  They lost 3 heavy mechs with 2 dead pilots, 2 medium mechs, 11 lights, and about two companies of armor.  Only a single medium and heavy mech can be salvaged, and about half the lights since the rest exploded or were captured.  The armor is in much better shape, probably 75% can be put back in operation.  The light pilots mostly survived btw.  The problem for the tyrant's forces is that they lost a lot of their spare weapons, ammo, armor and parts when I hit the facilities and warehouses.  It will take a toll on their reserves of equipment and a lot of time on the part of the techs to put everything damaged let alone knocked out in the battles back in working order.

My discussion point is this . . .

How pissed off would you expect the rebel commanders to be?  They have lost 75% of the mech forces they have committed to battles so far while my admittedly heavier mechs and armor only took light damage.  With salvage from one of the earlier battles, they can replace some of the lights and add a medium as well as more light armor.  The remaining two battles will offer lots of armor and light mech salvage, with maybe a few mediums or heavies thrown in.  If the siege works out, there is a light medium lance that could be taken (2 PXH and 2 FS9 of various models), but . . .

Of course, the only reason the rebels still have any sort of military gear is b/c the mercs rescued them from a patrol and handed over gear from the backers.

What would the morale be?  Do you expect command problems?  What about the rebel backers, would they reconsider (they are backing the rebels to distract the tyrant from foreign adventures)?
Title: Re: Mercenary Hall
Post by: Moonsword on 20 November 2011, 08:21:44
The rebels are in reasonable shape in terms of force but their morale is going to take a hit.  Command problems will depend on the professionalism of the leadership and whether or not they understand that light 'Mechs in fights like that get punched out fairly readily.  The backers should be satisfied as long as the rebellion stays in place - you've made a serious maintenance hole which is going to cause trouble for a while, plus a lot of holes in the front line forces.
Title: Re: Mercenary Hall
Post by: truetanker on 22 November 2011, 15:49:10
I have a unit currently assigned pirate hunting in the outer realm... I find I have alot of irregular militia micro groups fighting me. Era: 3025.

H:RW sourcebook for details.

Since most of my fighting is done with only a mech lance vs tank company, mostly Tiger-16's with a few Light SRM and Hetzer units thrown in for fun. So there is hurt out there, just got to get by the hordes of squishy squads of rifleman and SRM's with Inferno.

Most of my contracts are from Solaris based.

TT
Title: Re: Mercenary Hall
Post by: Colt Ward on 22 November 2011, 17:16:46
I have thought about finding some STV-AAs in a basement somewhere, just for giggles.  Not sure if they follow the Merc Sup rules about 'old' tech having X% of wasted space.

Plus I just like the look of the old things.
Title: Re: Mercenary Hall
Post by: Scrollreader on 22 November 2011, 21:50:08
I find an awful lot of it depends on who you are fighting for (and against).  For instance, my mercs have a ton of WoB made gear, atm (swap out c3i) from Salvage.  There are also a couple odd mechs we got when we recruited pilots, here and there.  (A Snake lady in a Ninja-To, and a crazy man from Solaris with a Scarabus named 'Berserker'.)
Title: Re: Mercenary Hall
Post by: Colt Ward on 19 December 2011, 01:47:57
Who is your favorite equipment supplier who generally supplies mercs?

I honestly think mine might be Kressly Warworks.  While the Chimera is a lemon IMO (MRMs and that light a frame?) I love the rugged simplicity of the Lineholder series.  They also should be able to be a source of 55t 5/8 parts . . . things like acutators, gyros and even spare engines if they are available.  The Blizzard is my favorite APC since its generally available, though a close second is the Saxon (availability is the downside), and it has some great variants.  Add in the Brutus, and you get some solid machines that they will sell to mercs.
Title: Re: Mercenary Hall
Post by: Klat on 19 December 2011, 02:18:16
Who is your favorite equipment supplier who generally supplies mercs?

I honestly think mine might be Kressly Warworks.  While the Chimera is a lemon IMO (MRMs and that light a frame?) I love the rugged simplicity of the Lineholder series.  They also should be able to be a source of 55t 5/8 parts . . . things like acutators, gyros and even spare engines if they are available.  The Blizzard is my favorite APC since its generally available, though a close second is the Saxon (availability is the downside), and it has some great variants.  Add in the Brutus, and you get some solid machines that they will sell to mercs.

I also like Kressly Warworks though for a 'mech that will make you cringe; I know the pricetag is insane and the XL engine is very bad for mercs but I love the Bandersnatch.
Title: Re: Mercenary Hall
Post by: Colt Ward on 19 December 2011, 02:27:38
I know they make other things later, but . . . when did they start making the Bander?  Like I said, my mercs rolled one up . . . cause I love me some LBX, so I spent the time going after one.  I also saw something about one of the Ost series.
Title: Re: Mercenary Hall
Post by: Deadborder on 19 December 2011, 04:57:42
It's worth noting that while Kressly Warworks did survive the Jihad, at some point it will be down-rated to Industrialmech production only. Given KW's less then honest dealings, I'm kinda not surprised.
Title: Re: Mercenary Hall
Post by: Colt Ward on 19 December 2011, 05:07:07
Less than honest?  Hmm, must be something I am missing . . . did they have a leadership change?  Cause the 'old man' running it was supposed to be smart and tough but held to his word.
Title: Re: Mercenary Hall
Post by: Sharpnel on 19 December 2011, 06:08:04
It probably has something to do with their facilities being used to make warmachines for those Blakist SoBs.
Title: Re: Mercenary Hall
Post by: Colt Ward on 19 December 2011, 13:22:15
Well, it will be interesting to see how quickly it ramps back up to mechs, armor and APCs.  Wonder who snaps it up, FS, CC or FWL state?
Title: Re: Mercenary Hall
Post by: Rainbow 6 on 19 December 2011, 14:53:02
Thinking about its location i think its either inside the Fortress Republic or Capellan.
Title: Re: Mercenary Hall
Post by: Klat on 19 December 2011, 16:02:59
It's just over 28LY from Terra and in Prefecture X. Do the Cappies make it into Prefecture X before Fortress Republic?

As to the topic of manufacturers I think Star Corps should be mentioned; they churn out a lot of hardware and seem to sell a fair amount on the open market. They have five factories building the WHD-10CT and the WHM-8D seems to be everywhere. They also produce the Kopis BA and Gladiator-S exoskeleton.
Title: Re: Mercenary Hall
Post by: Decoy on 19 December 2011, 19:48:49
No. The DC were about to hit Deiron as the Wall sprang up...but I think they were the closest.
Title: Re: Mercenary Hall
Post by: Rainbow 6 on 20 December 2011, 15:43:29
It's just over 28LY from Terra and in Prefecture X. Do the Cappies make it into Prefecture X before Fortress Republic?

As to the topic of manufacturers I think Star Corps should be mentioned; they churn out a lot of hardware and seem to sell a fair amount on the open market. They have five factories building the WHD-10CT and the WHM-8D seems to be everywhere. They also produce the Kopis BA and Gladiator-S exoskeleton.

No it's inside the fortress so they'll be building what the Exarch commands.
Title: Re: Mercenary Hall
Post by: Crunch on 20 December 2011, 17:49:42
Gotta be Quiksell doesn't it? Cheap robust vees that are universally available and generally good at their jobs.

I mean Scorpion, Manticore, Hetzer, Bulldog, Vedette, all the APCs and Carriers. It's not sexy but I can't imagine a Merc vehicle unit that wasn't packed with Quiksell products.
Title: Re: Mercenary Hall
Post by: Colt Ward on 20 December 2011, 21:50:27
Forgetting the Condor . . .

 . . . and IIRC, QuikSell has some quality control issues?  Like, GM-Exploding-Fuel-Tank QC issues?
Title: Re: Mercenary Hall
Post by: Decoy on 21 December 2011, 19:05:52
Like Hetzer crews finding out that their new tank is a DIY project type issues.

IIRC, many crews with an old QuickScell product won't trade it out for a new one. They know the old one works.
Title: Re: Mercenary Hall
Post by: jackson123 on 21 December 2011, 20:26:26
Mercs rock! always had more fun playin them then house.
Title: Re: Mercenary Hall
Post by: Demon55 on 22 December 2011, 19:26:58
Mercs rock! always had more fun playin them then house.

Just need to be careful in what contracts you take with the houses. 
Title: Re: Mercenary Hall
Post by: Colt Ward on 22 December 2011, 19:33:59
Always need to be careful.

The successful (even survival) completion of the contract generally comes down to how it is negotiated, which is why you MUST pay more for a experienced administrator/negotiator.  So far on 6 negotiated contracts, I was betrayed on one and suckered on another (with props to the guy who played my NPC).  Survived the betrayal (which created a great story for revenge) and managed to avoid most the negative repercussions on getting suckered.
Title: Re: Mercenary Hall
Post by: jackson123 on 22 December 2011, 21:38:44
never took drac contacts, only lyran, davion, or marik. funny thing with marik was one week you work for one side, next week you work for other side. lol
Title: Re: Mercenary Hall
Post by: Demon55 on 23 December 2011, 14:00:39
never took drac contacts, only lyran, davion, or marik. funny thing with marik was one week you work for one side, next week you work for other side. lol

We are on the side of...  Hey guys whose enemies are we killing today?
Title: Re: Mercenary Hall
Post by: Klat on 18 January 2012, 15:41:14
No one here is talking about FM3085? Admittedly, we can only talk about it in very general terms but come on mercs there's stuff in there about, you know, mercenaries  8)

So a few observations;

Everyone and their mom looks to be hiring now, obviously not clans but the point is contracts are available from factions that were none too keen on mercs before.

Glad to see more info on the former FWL, though with other areas now fleshed out a bit more it looks like mercs can find work just about anywhere.

Merc RATs  [drool] Granted there's a lot of level 1 stuff there but... oh, my! look at those heavy Clan Omnis that made the list  >:D


Yeah, I'm pretty happy with this one.
Title: Re: Mercenary Hall
Post by: truetanker on 18 January 2012, 16:40:20
Me: --------> FUN.

That's me poking at fun.

Me:  :( :'( :(
              $

This is me sad and crying over no money.

[end rant]

TT
Title: Re: Mercenary Hall
Post by: Decoy on 18 January 2012, 16:55:50
Yeah. It's interesting to make a unit with the new RAT. I had made a small regiment with the FM:Mercs rules and used the new RAT instead of the one in the FM: Mercs book. I wound up with two lances of primatives. Talk about a reason to increase your tech level.
Title: Re: Mercenary Hall
Post by: Klat on 18 January 2012, 17:35:38
Yeah. It's interesting to make a unit with the new RAT. I had made a small regiment with the FM:Mercs rules and used the new RAT instead of the one in the FM: Mercs book. I wound up with two lances of primatives. Talk about a reason to increase your tech level.

Wow. At least they're easy to repair\replace... yeah that's all I got. It is is interesting to see the wide variance in tech level in the merc RATs; at an Equipment Rating of A you could roll a Mad Cat, the same roll with an Equipment Rating of F will get you a OWR-2M  :o
Title: Re: Mercenary Hall
Post by: Wrangler on 18 January 2012, 19:50:11
RATs listings are downright interesting, the Major Periphery States has access to Pillagers!

I hope they make sense on how much these 'mechs cost in 3085 period because if 'Mechs are fading to gray, i'd would believe their costs would shoot up abit.

From reading things, i thought mercenary market was actually struggling to survive.  Lyrans certainly need them and so does the FedSuns.  However, RoTS trying exterminate them like plague with only tolerating them on Gatatea.  Why go somewhere where natives are taught to dislike them?  Maybe after 3132 it may be better, but gettin equipment would be difficult 'Mech wise i would think.

I would think a true combined arms merc unit would be costly endeavor this era only because rules wise vehicles, infantry tend to be wiped out some-what easier. 
Title: Re: Mercenary Hall
Post by: Decoy on 18 January 2012, 20:09:36
Here's what I got from it. Everyone still needs troops. All the periphery powers, all the houses, everybody but COM.....and even then, COM needs "Security forces" issued to them. We know that in TRO Prototypes, ROTS is trying to entice Mercenary units into long term contracts by giving them Hunchbacks among other things. I think the market itself is just fine....there aren't as many big boys in it at the moment. That's all.

Title: Re: Mercenary Hall
Post by: Klat on 18 January 2012, 20:44:59
Here's what I got from it. Everyone still needs troops. All the periphery powers, all the houses, everybody but COM.....and even then, COM needs "Security forces" issued to them. We know that in TRO Prototypes, ROTS is trying to entice Mercenary units into long term contracts by giving them Hunchbacks among other things. I think the market itself is just fine....there aren't as many big boys in it at the moment. That's all.

Exactly, the market has changed but it's far from dead. From what I've read so far mercs are being used for everything from training to raids. I particularly like the way the DC is using mercs; those sneaky snakes.

I have to give CGL credit, FM3085 has plenty of plot hooks for merc RPG campaigns. I'm really interested in seeing how the MUL changes to reflect of what we've seen in the RATs.
Title: Re: Mercenary Hall
Post by: 97jedi on 18 January 2012, 21:43:47
Glad you liked it. :)
Title: Re: Mercenary Hall
Post by: snakespinner on 19 January 2012, 03:24:39
In FM3085 small units have no problems finding contracts, company level.
Multi regiment mercs are a dying breed.
Title: Re: Mercenary Hall
Post by: Deadborder on 19 January 2012, 04:46:00
Consider that in 3079, in terms of actual strength (rather then on-paper strength) one of the largest merc units was the Green Machine. I think it's safe to say that the days of the multi-regiment merc unit is over.
Title: Re: Mercenary Hall
Post by: Auman on 19 January 2012, 09:12:27
Being a longshoreman by trade, I am naturally drawn to the hiring halls of the mercenary profession... It is a comfortable and familiar feeling. My mercenaries are a home brew group that are anchored on a periphery world of reasonable industrial capability, with a population hovering around a billion. Local laws and regulations have prevented my mercenary command from taking part in combat operations and seeking employment with house militaries. This relegates them to the role of a tactical training and logistics cadre. Made up of seasoned military professionals, their expertise has been sought after in the periphery, mostly by two-bit nations... During the Clan invasion, they saw combat in the north and faired better than some would have thought against the onslaught of the Smoke Jaguars only suffering casualties in the 80% range. After this, they easily secured consulting contracts with the Draconis Combine and were offered a place in Operation Bulldog, which they accepted after being granted an exception by their home government. Blah, blah, blah... We small and respected OPFOR trainers nao.
Title: Re: Mercenary Hall
Post by: Rainbow 6 on 25 January 2012, 16:09:33
I've just been looking at the Mercenary deployment tables, are the Screeming Eagles part of the Illician Lancers now?
Title: Re: Mercenary Hall
Post by: roosterboy on 25 January 2012, 17:06:00
I've just been looking at the Mercenary deployment tables, are the Screeming Eagles part of the Illician Lancers now?

http://bg.battletech.com/forums/index.php/topic,15306.0.html
Title: Re: Mercenary Hall
Post by: Rainbow 6 on 25 January 2012, 17:38:47
Thanks RB
Title: Re: Mercenary Hall
Post by: Rainbow 6 on 28 January 2012, 07:40:16
Looking at FM3085 again, it says most merc units are company size, is that a Company of mechs plus support (so a combined arms battalion) are a combined arms company?
Title: Re: Mercenary Hall
Post by: Øystein on 28 January 2012, 10:19:07
Looking at FM3085 again, it says most merc units are company size, is that a Company of mechs plus support (so a combined arms battalion) are a combined arms company?

It is generally considered a company, yes. The Field Manual is generally concerned about BattleMech forces and all force strengths are generally BattleMech strengths.
Title: Re: Mercenary Hall
Post by: Decoy on 29 January 2012, 22:23:06
Tinkered around with the merc rules mixed in with the 3085 rats. Let's just say that refit kits like the 4D and the 4BR for the Crusader and rolling a good garrison contract to start with is really, really helpful.
Title: Re: Mercenary Hall
Post by: Deathknight69 on 30 January 2012, 00:37:19
Yes, If you can get a contract w/ somebody that's stable and financially solvent and can make thru the Republic to get to the starting point. I did a quick read-thru of the Merc's and Republic section's. They really don't like us Merc's very much.
Title: Re: Mercenary Hall
Post by: Auman on 30 January 2012, 05:32:13
The rebels are in reasonable shape in terms of force but their morale is going to take a hit.  Command problems will depend on the professionalism of the leadership and whether or not they understand that light 'Mechs in fights like that get punched out fairly readily.  The backers should be satisfied as long as the rebellion stays in place - you've made a serious maintenance hole which is going to cause trouble for a while, plus a lot of holes in the front line forces.

And to add... You're not getting paid to make friends, you're not loyal to anyone but the man signing your pay cheques. While it would be good to keep an eye on these rebels, keep tabs on whether or not they'll try to grease you and your boys as you're sleeping in the middle of the night, I'd say it would be smart to give them the cold shoulder and maintain cool professionalism. You wouldn't be there if they were competent enough to handle the situation themselves, their incompetence of no concern.
Title: Re: Mercenary Hall
Post by: Decoy on 30 January 2012, 21:58:44
Yes, If you can get a contract w/ somebody that's stable and financially solvent and can make thru the Republic to get to the starting point. I did a quick read-thru of the Merc's and Republic section's. They really don't like us Merc's very much.

The Republic allows transportation through their territory if the contract starts at Galatea or mercs are heading there. It's too much of a cash cow and intelligence farm for the Republicans to give up. Besides, there are other hiring halls depending on who you want to work for.
Title: Re: Mercenary Hall
Post by: Deathknight69 on 31 January 2012, 01:50:57
Yes, That's correct. But the RotS don't really like us Merc's in general. Part of the whole disarmament thing for starters.
Title: Re: Mercenary Hall
Post by: Colt Ward on 31 January 2012, 02:09:31
Part of which why I think the best mercenary work field will be the former FWL.  Lots of individual states now, which find themselves stripped of heavy defensive units.  No more borders where the bad guys are a ways away.  No training facilities for replacement troops, at least no high end ones.  Its the Chaos March, just larger and nastier.  Sounds like fun!
Title: Re: Mercenary Hall
Post by: Deathknight69 on 31 January 2012, 02:57:22
Ya, but that goes back to an earlier post about neighboring mini-states not like-ing you if you happen to work for one of their perceived enemies.
Title: Re: Mercenary Hall
Post by: Sharpnel on 31 January 2012, 03:01:01
Yes, If you can get a contract w/ somebody that's stable and financially solvent and can make thru the Republic to get to the starting point. I did a quick read-thru of the Merc's and Republic section's. They really don't like us Merc's very much.
The can choke on the exhaust fumes of my DropShips.
Title: Re: Mercenary Hall
Post by: Colt Ward on 31 January 2012, 03:07:55
Ya, but that goes back to an earlier post about neighboring mini-states not like-ing you if you happen to work for one of their perceived enemies.

How much can that attitude stand up, really?  Its just business after all as long as you do not commit any atrocities.

Add on top of that there are a LOT of proto-states to choose from . . . single worlds in need of a bit of help.
Title: Re: Mercenary Hall
Post by: Moonsword on 31 January 2012, 12:24:43
How much can that attitude stand up, really?  Its just business after all as long as you do not commit any atrocities.

Add on top of that there are a LOT of proto-states to choose from . . . single worlds in need of a bit of help.

That depends on exactly who you signed up with, how much they're disliked, what you were doing, and how badly the next employer needs help.  A preexisting reputation for reliability, competence, and professionalism will help.
Title: Re: Mercenary Hall
Post by: Crunch on 31 January 2012, 15:10:40
That depends on exactly who you signed up with, how much they're disliked, what you were doing, and how badly the next employer needs help.  A preexisting reputation for reliability, competence, and professionalism will help.

Not to mention scrupulous treatment of enemy POWs and the fine points of things like cease fires.
Title: Re: Mercenary Hall
Post by: ATP Painting Studio on 31 January 2012, 16:19:35
Hullo, my fellow Mech Mercs! :D

Having just got into CBT in a big way I am planning on fielding two different Merc units: the battalion strength Martina's Marauders, and the reinforced company strength Cullen's Cavalry.

The Marauders are really a late 3060s unit, being formed just before the outbreak of the FedCom Civil War. They fought for Katrina Steiner until it all got too hairy, at which point they bugged out and ended up on New Canton in the Chaos Marches... about six months before the Blakist Jihad hits. They fought a rearguard action on New Canton for a month or so, before evacuating themselves and as many others as they could carry to the Periphery. There they took on a garrison contract with the Magistracy, fighting off raiders, pirates and Blakist probing groups.

By the end of the Jihad what had begun as four light 'Mechs comprised 8 Assault, 4 Heavy, 4 Medium, and 8 Light 'mechs, supported by a strong company of infantry (the Stalwarts) and an armoured company (the Hammer) comprised mostly of heavy MBTs with a battery of heavy LRM carriers in support. The Marauders were lucky in that they not only had enough DropShips to carry them all at once, but a JumpShip to move around. It seems likely that they will remain in the Periphery for the forseeable future.

Cullen's Cavalry, on the other hand, are a fairly venerable but very compact operation. It is essentially a family business, with command passing from Cullen to Cullen since the unit's creation prior to the 4th Succession War. The unit currently (3058) comprises just 12 'Mechs, with accompanying techs, medical specialists, and so on and so forth. They have a single DropShip and are engaged in 'anti-piracy' raids along the FWL/CapCon border.

As far as colour schemes go:

The Marauders paint their 'mechs in a two-tone 'mist' pattern, fading from sand to a pale sky blue as you move upwards. The unit's commander - Martina Vendee - pilots the white Daishi you can see in my profile pic.

The Cavalry wear a two-tone green and sand dazzle pattern camouflage, officially, but in practice the pilots have their mechs painted however they please! This has led to the unit being nicknamed 'Cullen's Circus' or 'the Ringmaster's Showhorses'.
Title: Re: Mercenary Hall
Post by: E. Icaza on 31 January 2012, 21:38:55
Unfortunately, my merc unit had a landhold on Acamar, so between the WoB and the RotS, they probably don't exist anymore.  I'll probably retire them until the DA time period.  I've already decided that the daughter of the unit commander sold the unit's remaining military hardware in return for some of those generous Republic land grants and citizenship.  By the DA time period,  she'll have built this up to a large and very profitable mining business.

And wealthy and influential mining enterprises can have lots of IndustrialMechs...   ;) 
Title: Re: Mercenary Hall
Post by: Demon55 on 01 February 2012, 14:12:33
One part of my unit is showing the KIV DMM how it is done against the DCMS and the other part is hunting Wobblies on Tall Trees.
Title: Re: Mercenary Hall
Post by: Auman on 01 February 2012, 22:42:49
Unfortunately, my merc unit had a landhold on Acamar, so between the WoB and the RotS, they probably don't exist anymore.  I'll probably retire them until the DA time period.  I've already decided that the daughter of the unit commander sold the unit's remaining military hardware in return for some of those generous Republic land grants and citizenship.  By the DA time period,  she'll have built this up to a large and very profitable mining business.

And wealthy and influential mining enterprises can have lots of IndustrialMechs...   ;)

They could probably afford to hire their own mercenaries... Which would be a pretty neat concept, playing as the employer of a mercenary group and the soldiers of fortune themselves not being the center of attention, which tends to be the norm. I wish I thought of this first. :\
Title: Re: Mercenary Hall
Post by: E. Icaza on 02 February 2012, 01:26:14
They could probably afford to hire their own mercenaries... Which would be a pretty neat concept, playing as the employer of a mercenary group and the soldiers of fortune themselves not being the center of attention, which tends to be the norm. I wish I thought of this first. :\

My last MW campaign was mostly social movers and shakers as opposed to soldiers and had lots of double-dealing and politics going on.  Even the one Mechwarrior in the campaign was a Lieutenant in the Triarii Protectors and was politically connected and fairly savvy.
Title: Re: Mercenary Hall
Post by: Klat on 07 February 2012, 23:03:19
Doing a search through FM:3085 I can't seem to find any info on the Lone Wolves. Last I heard they were hanging around Galatea. Did I miss something during the Jihad?
Title: Re: Mercenary Hall
Post by: FedSunsBorn on 07 February 2012, 23:22:17
I still want more info on the Illician Lancers. Around four regiments strong as of FM3085 and not even a mention or by line...they have got to be one of the biggest Merc units in the Inner Sphere as of now.
Title: Re: Mercenary Hall
Post by: Davout73 on 07 February 2012, 23:31:52
I still want more info on the Illician Lancers. Around four regiments strong as of FM3085 and not even a mention or by line...they have got to be one of the biggest Merc units in the Inner Sphere as of now.

They were pretty active in Operation MATADOR, three regiments (on paper, more like two in terms of numbers) now, almost all 100% updated, as of 3085 they are the largest merc unit out there.

Davout
Title: Re: Mercenary Hall
Post by: Klat on 08 February 2012, 21:08:44
Doing a bit more digging it appears Galatea was hit in 3072 by the 11th Shadow Division, is there any info on this outside of J:FR? Giving it some thought I can't help but think the Lone Wolves are probably no more post Jihad; I would like to think they were large enough that they would have been worth some mention in FM:3085 and I would think that their ranks would swell considerably if they were still around.
Title: Re: Mercenary Hall
Post by: Decoy on 08 February 2012, 21:12:06
If they survived, they're probably doing what they did before the Jihad and parcelling out the unit for various contracts. Pretty much flying below the radar.
Title: Re: Mercenary Hall
Post by: Klat on 08 February 2012, 21:33:52
If they survived, they're probably doing what they did before the Jihad and parcelling out the unit for various contracts. Pretty much flying below the radar.

That I'd believe. I just bought JHS:3072 looking for info and I have to say Galatea was a mess! If the wolves had their typical nose for trouble then they may have gotten out of there but I'd wager everyone was fooled by the 11th's ruse.

I like the Lone Wolves (hence the avatar) but I've often wondered if they could survive something like the Jihad.
Title: Re: Mercenary Hall
Post by: Sharpnel on 09 February 2012, 04:02:22
I still want more info on the Illician Lancers. Around four regiments strong as of FM3085 and not even a mention or by line...they have got to be one of the biggest Merc units in the Inner Sphere as of now.
Like the MAC and LCG, the Illician Rangers are a House unit disguised as a Merc Unit. They've been Davion for so long that hey have forgotten that they are Mercs.
Title: Re: Mercenary Hall
Post by: Klat on 09 February 2012, 17:49:14
Purchased JHS:3076 to do some further digging; no direct mention of the Lone Wolves but it sounds like Galatea was even nastier than I originally thought  #P

At this point I think I've hit a dead end, I have to wonder if the Lone Wolves were forgotten about or simply died without fanfare. I'm considering posing the question to the writers at this point.
Title: Re: Mercenary Hall
Post by: Wrangler on 09 February 2012, 18:12:46
The Lone Wolves could have grown so small, they fell of the radar screen.  FM 3085 has only been showing units that are battalion size or bigger.  Its entirely possible they shrunk so small its not note worthy to list.  :-\
Title: Re: Mercenary Hall
Post by: Southern Coyote on 09 February 2012, 19:14:53
Keep in mind that once we get to the DA, we've got the "Lone Gunman" mercenaries becoming popular.
Title: Re: Mercenary Hall
Post by: Decoy on 09 February 2012, 19:24:45
IIRC two of the Bannson's Raiders units and one of the Sword Sworn units were technically mercenaries. Also, the Gunslinger types from MW: AOD were often from larger units and just contracting independently.
Title: Re: Mercenary Hall
Post by: roosterboy on 09 February 2012, 19:56:12
IIRC two of the Bannson's Raiders units and one of the Sword Sworn units were technically mercenaries.

None of the Bannson units are really mercenaries per se, though Wyld's Jokers come closest with their primary loyalty being to the paycheck they get from Bannson. Some of the individual members of the Raiders do have a mercenary background.

In the Swordsworn, the Ghost Legion is descended from mercs but isn't itself a mercenary unit.
Title: Re: Mercenary Hall
Post by: Klat on 10 February 2012, 01:56:59
Just thought I'd mention it since I started here:
The Lone Wolves went bye bye on Galatea.

With regards,
Øystein

Anyone have a canon merc command they can recommend post Jihad?
Title: Re: Mercenary Hall
Post by: Auman on 10 February 2012, 05:26:19
Certainly not the Lone Wolves... Who all got fragged during the Jihad, anyway?
Title: Re: Mercenary Hall
Post by: Øystein on 10 February 2012, 06:03:08
There are almost 60 merc units listed in Field Manual: 3085, and tons more unnamed which are too small to really list (company size and below for most parts).

With regards,
Øystein
Title: Re: Mercenary Hall
Post by: Wrangler on 10 February 2012, 20:33:01
None of the Bannson units are really mercenaries per se, though Wyld's Jokers come closest with their primary loyalty being to the paycheck they get from Bannson. Some of the individual members of the Raiders do have a mercenary background.

Won't the Raiders be considered to be "Corporate" Security?  It would make some sense.
Title: Re: Mercenary Hall
Post by: Deadborder on 12 February 2012, 06:50:12
Officlay, Bannson's Raiders were a part of Bannson Universal's corporate security forces. In fact, the Scourge were built from the aforesaid, and did serve as site security and Jacob's bodyguards.

In truth, they were an armed military force built for raiding and conquest.
Title: Re: Mercenary Hall
Post by: Deathknight69 on 25 February 2012, 20:04:40
I've got an interesting question for y'all. How do you utilize salvage? I tend to keep certain things like ER PPC's, ER M.L.'s and big LRM launchers, streaks, and the fun electronics. Also, do you outfit/mod your equipment to your own style or go w/ conventional setups? Me, I'll set'em up how I want w/ what I've got or can get.
Title: Re: Mercenary Hall
Post by: Auman on 25 February 2012, 20:30:40
I've got an interesting question for y'all. How do you utilize salvage? I tend to keep certain things like ER PPC's, ER M.L.'s and big LRM launchers, streaks, and the fun electronics. Also, do you outfit/mod your equipment to your own style or go w/ conventional setups? Me, I'll set'em up how I want w/ what I've got or can get.

I tend to collect as much salvage as possible and do nothing with it, while living off of my modest salary. My men could be better off, but I'm really too pretty to dig around in the scrap heap. And by too pretty, I mean too lazy.
Title: Re: Mercenary Hall
Post by: Colt Ward on 26 February 2012, 18:18:23
I collect some salvage and sell others.  I also pull bits off machines that does not fit with my current situation . . . for instance, I have removed the C3 Slave off a GRH-6K because nothing I own has a master, so why have it on the mech when it could be crit/destroyed?

While I still have mechs with SHS (CN10-B), some will eventually get replaced with DHS (WHM-6D) when they are due for upgrading or get so badly damaged it will be a rebuild.
Title: Re: Mercenary Hall
Post by: Deathknight69 on 26 February 2012, 18:33:19
I tend to do the upgrade/when seriously damaged thing also. Especially if I don't have the required parts to do a spec re-build. That's why I modify things alot of the time. Trying to live off the salvage until the next situation.
Title: Re: Mercenary Hall
Post by: David CGB on 27 February 2012, 02:30:51
I collect some salvage and sell others.  I also pull bits off machines that does not fit with my current situation . . . for instance, I have removed the C3 Slave off a GRH-6K because nothing I own has a master, so why have it on the mech when it could be crit/destroyed?

While I still have mechs with SHS (CN10-B), some will eventually get replaced with DHS (WHM-6D) when they are due for upgrading or get so badly damaged it will be a rebuild.
what any good Mercenary would do
Title: Re: Mercenary Hall
Post by: Demon55 on 28 February 2012, 00:00:49
I keep what will improve my unit and sell the rest if possible.
Title: Re: Mercenary Hall
Post by: Deadborder on 28 February 2012, 00:03:29
Officlay, Bannson's Raiders were a part of Bannson Universal's corporate security forces. In fact, the Scourge were built from the aforesaid, and did serve as site security and Jacob's bodyguards.

In truth, they were an armed military force built for raiding and conquest.

Annedum to that: Before the Blackout, Jack Farrel was the leader of a four-mech (plus tanks and infy) merc company that, until at least late 3133, was still publicly a seperate unit that wasn't identified with Bannson's Raiders. This might be the same unit as the "Cyclops Company" he was said to be leadingin 3137, although Jack's unit was never named on-screen as such.
Title: Re: Mercenary Hall
Post by: Wrangler on 28 February 2012, 19:05:02
Annedum to that: Before the Blackout, Jack Farrel was the leader of a four-mech (plus tanks and infy) merc company that, until at least late 3133, was still publicly a seperate unit that wasn't identified with Bannson's Raiders. This might be the same unit as the "Cyclops Company" he was said to be leadingin 3137, although Jack's unit was never named on-screen as such.

I kept thinking they were or what became the One Eye' Jacks.  Farrell has eye patch as such.
Title: Re: Mercenary Hall
Post by: Klat on 05 March 2012, 14:31:01
Reading through TRO:P I noticed the Stealthy Tigers are mentioned as buyers of the WLF-2H. Anyone know where I can find more info on them outside of Merc Supplemental?
Title: Re: Mercenary Hall
Post by: elizibar on 05 March 2012, 14:33:00
Reading through TRO:P I noticed the Stealthy Tigers are mentioned as buyers of the WLF-2H. Anyone know where I can find more info on them outside of Merc Supplemental?

The original House Steiner book has them in it, but that's all I can think of.
Title: Re: Mercenary Hall
Post by: Kit deSummersville on 05 March 2012, 15:32:36
Anyone have a canon merc command they can recommend post Jihad?

Zeus' Thunderbolts.
Title: Re: Mercenary Hall
Post by: Klat on 06 March 2012, 00:37:50
Zeus' Thunderbolts.

Nothin' wrong with shiny 'mechs  8)

And I do love the Penthesilea. Where can I find more info on them besides the short mention in TRO:3085?

The original House Steiner book has them in it, but that's all I can think of.

Thanks, I'm kinda surprised that they're still around and buying 'mechs from ARM when TRO:P was written.
Title: Re: Mercenary Hall
Post by: Kit deSummersville on 06 March 2012, 09:04:12
Nothin' wrong with shiny 'mechs  8)

And I do love the Penthesilea. Where can I find more info on them besides the short mention in TRO:3085?

Not yet.
Title: Re: Mercenary Hall
Post by: Klat on 06 March 2012, 14:22:50
Not yet.

I certainly hope to find out more  ;)

If only I could get a chrome plated Penthesilea  [drool]
Title: Re: Mercenary Hall
Post by: Kit deSummersville on 06 March 2012, 14:46:37
I certainly hope to find out more  ;)

If only I could get a chrome plated Penthesilea  [drool]

Maybe IWM can hook you up....
Title: Re: Mercenary Hall
Post by: Klat on 06 March 2012, 15:24:51
Maybe IWM can hook you up....

A 15-20% chance? I have to wonder can IWM minis be chrome plated? I think I would be better off with metallic paint  :P

Slightly more on topic: Per page 18 of Merc Supp Update the Stealthy Tigers took WoB contracts and (allegedly) executed POWs. Given the bounty placed on them by the AMC I have to wonder how they survived yet alone got contracts after the Jihad. I think I like these scumbags...

As to Zeus' Thunderbolts I'll wait to see if more info comes out about them and keep them in mind, thanks Kit.
Title: Re: Mercenary Hall
Post by: Klat on 08 March 2012, 15:34:05
Doing some searching (meaning I was reading in the bathroom) I came across the Grim Reaper 'mech and noticed that the GRM-R-PR29 was sold to mercs on contract with the WoB. Are there any other 'mechs that were used similarly? I'm thinking it would be fun to have a list of 'mechs that mark characters as having worked for the WoB.

Also, Kit I owe you an apology; I never asked the most important question about Zeus' Thunderbolts. Why would you recommend them?
Title: Re: Mercenary Hall
Post by: Colt Ward on 08 March 2012, 16:06:51
Interesting question Klat . . .

And I think there are some definate mechs that will raise questions as the Jihad ran down or after the conflict when the Republic was forming & going peacenik.

I think you would have to divide it up into two categories . . .

Hard Core Blakists
Gear available to those who have been with the Blakists from the begining or went all in proving loyalty.  The quality of the gear makes it more unlikely it is captured or salvaged due to it having to come from regular units or Shadow Divisions.  Most cutting edge WoB designs, equipment using mixes of C3i, LE, HFF, HPPCs, etc, for example the FLS-9B and -9M.


Questionable Connections
This is equipment that could come from working for Protectorate Militia forces or salvaging gear from engaging them which is more likely due to being easier to defeat than regular forces or Shadow Divisions.

Purifier Battle Armor
Longinus Battle Armor
Achileus Light Battle Armor
Phalanx Battle Armor
Trinity series Battle Armor
SL era vehicles, mechs and Royal mechs
Titan II -2A & -2P
Ostroc -5W
Palmoni AIFV (Trajan-ish)
Any long production WoB Mechs- Vanquisher, Legacy, Bucaneer, Toyama, Raijin, Grand Crusader, Initiate, Red Shift, Gurkha, Blue Flame, White Flame, Lightray


Salvage or Capture Only
Archangel series Omni
Demon series Omni
Bolla OmniTank
Title: Re: Mercenary Hall
Post by: Samhain21 on 12 March 2012, 19:09:28
In the game I'm involved with, the Blakists dangled some fancy Star League stuff they had spirited away to a number of mercenary units still working in the League...

THEN, we started getting word of what was happening on Atreus, et al... Some merc units politely refused the generous Blakist offer... And got pretty thoroughly offed...

We later found out it was sort of a "Don't stick your grubby nose in this business, fool." sort of thing...

So my unit kinda took our bribe money, and quietly left Dodge as fast as possible... :\
Title: Re: Mercenary Hall
Post by: FictionalCharacter on 12 March 2012, 23:41:54
i'm super new, but toying with starting a merc command with my intro box set contents just for kicks in megamek games and mw4: mercenaries and whatnot, but i'm so out of my depth on how everything works.

figure the very basic fluff will be a bottom-of-the-barrel merc command starting from scratch with davion scraps and spare parts (hence the intro set tech) called the Terran Free Privateers, but i don't know how much of that is remotely plausible the game world.

and then, the hardest part... picking a paint scheme.
Title: Re: Mercenary Hall
Post by: Crunch on 13 March 2012, 00:07:58
That's all pretty reasonable actually (depending on era) although Terran probably has a different connotation in CBT than in most sci fi universes (harkening back to the Terran Hegemony, the pre Star League earth centric faction.)
Title: Re: Mercenary Hall
Post by: Klat on 13 March 2012, 00:20:23
i'm super new, but toying with starting a merc command with my intro box set contents just for kicks in megamek games and mw4: mercenaries and whatnot, but i'm so out of my depth on how everything works.

figure the very basic fluff will be a bottom-of-the-barrel merc command starting from scratch with davion scraps and spare parts (hence the intro set tech) called the Terran Free Privateers, but i don't know how much of that is remotely plausible the game world.

and then, the hardest part... picking a paint scheme.

Assuming you want to work in the current (post-jihad) timeline:
Low tech mercs are perfectly believable and I'd wager dollars to donuts that most everything in the intro box is available to mercs. You can check the MUL (http://www.masterunitlist.info/) but I'm fairly certain that the intro box stuff is believable. After the Jihad there are a lot of opportunities for smaller merc commands and I'm sure that such a force could make for effective pirate hunters or garrison units. Depending on where and when you want to fight it's also worth noting that the Thor and Loki both show up in the MUL as available to mercs.

Paint scheme is all on you but if they're bottom of the barrel you can always do a basic "grey primer" look or individualize each 'mech for each pilot.

Above all have fun and make money.
Title: Re: Mercenary Hall
Post by: FictionalCharacter on 13 March 2012, 00:40:20
thanks for the input, guys. the more the merrier. i've been looking for a hobby/game for a while that i can really sink my teeth into when i need some escapism, and i think i may have found it.

That's all pretty reasonable actually (depending on era) although Terran probably has a different connotation in CBT than in most sci fi universes (harkening back to the Terran Hegemony, the pre Star League earth centric faction.)

yeah i was wondering about that. i looked around a little on the battletech wiki and it seemed like the terran history was pretty narrowly-focused and specific. mostly i just don't know what else to call the unit. i'd been considering the '13th free privateers,' 13 being my lucky number, but it seemed kind of odd to arbitrarily assign a number when it's not really part of a larger military body.

i picked a very loose association with davion in part because of its huge diverse military that might be more liable to unload surplus parts to mercs on the cheap(ish), and in part for a bit of nostalgia because the commando is still my favorite machine and i used to square off with a buddy of mine in the CCG with Prometheus and Victor Steiner-Davion.

Quote from: Klat
Assuming you want to work in the current (post-jihad) timeline:
Low tech mercs are perfectly believable and I'd wager dollars to donuts that most everything in the intro box is available to mercs. You can check the MUL but I'm fairly certain that the intro box stuff is believable. After the Jihad there are a lot of opportunities for smaller merc commands and I'm sure that such a force could make for effective pirate hunters or garrison units. Depending on where and when you want to fight it's also worth noting that the Thor and Loki both show up in the MUL as available to mercs.

Paint scheme is all on you but if they're bottom of the barrel you can always do a basic "grey primer" look or individualize each 'mech for each pilot.

Above all have fun and make money.

i keep forgetting to check the MUL. thanks for the reminder. good to know that it will have some basis in the game and won't really put off other players. i hadn't even thought about what to do with the loki and thor, other than to craft up a scenario in which the unit gets inordinately lucky and stumbles across them in salvage.

i sort of envision the overall command as relatively clean and professional, but with a budget lean enough to impact travel ammunition usage. i want to operate in the modern era, just without many bells and whistles.

it also seems like a merc command of that nature would definitely struggle to make it to company size, which is what i'd ideally like.
Title: Re: Mercenary Hall
Post by: Klat on 13 March 2012, 01:14:33
I wouldn't fret too much over the number, no one even knew for sure why the 48th (Merc Supplemental Update Page 24) was called the 48th for some time* :D

*Yes, I know it's revealed why on the same page but the point is people in universe didn't know  ::)
Title: Re: Mercenary Hall
Post by: Samhain21 on 13 March 2012, 10:00:37
Should be #1's... Impress potential employers...  ^-^

"Well... We COULD hire Wolf's Dragoons... But these other guys, well, they're #1! How could we go Wrong?"

I kinda liked the Terran Free Privateers name... What is a better way to thumb your nose at the States who broke the back of your Hegemony? Work for them, and kill them!

Failing that... I could Totally see some hardluck mercenary unit changing their name to add a false veneer of 'polish' to their unit...
Title: Re: Mercenary Hall
Post by: FictionalCharacter on 15 March 2012, 00:38:25
after tooling around for a while, this is what i've come up with for a merc command:

1st Consolidated Free Privateers

Recon Lance:
 
Commando
Spider
Clint
Jenner
 
Support Lance:
 
Enforcer
Dervish
Hunchback
Grasshopper
 
Command/Control Lance:
 
Awesome
Zeus
Atlas
Cyclops

They can all pop into their hired Union and skirt around not making any money.

I've been going back and forth between the Dervish and the Quickdraw, but decided the Dervish would give the Spider something to spot for, and it fits better with my very very loose Davion theme.
Title: Re: Mercenary Hall
Post by: bdziec on 17 March 2012, 20:29:44
 Would like some help. Am running a merc unit that is league based during the 4th SW I am garrison a world that is going to be subject to moderate probes and raids  by cappellan forces. Now there are a potential of 6 targets  to defend and they are
a)spaceport B)an HQ C )Ammo and Supply depot D) a small reserve supply and repair yard E)&F) civilian industry plants .

A) ,B),C) and E) are all on the same continent with A), E) in the capital and D) and F) are on the other Continent t.I have the following units at my disposal.Would like to know your opinions on  what units to group up and where you would depoly them. Thanks in advance.

2 HSR-300-D
2 HER-1B
Fs9-H
HER -2M
HER-2S
HER-4K
WYN-6n
HBK-4G
HBK-4H
2 GLT_4L
GHR-5N
HGN-733

10 GAL-100Light tank
5 Brutus heavy tanks
5 Manticore heavy tanks
5 warrior H-7c VOLTS

12 rifle squads with apcs
Title: Re: Mercenary Hall
Post by: Samhain21 on 21 March 2012, 18:50:15
Just an FYI...

Make sure your employer provided dropship Captains Aren't chickens when your extraction raid turns... Dicey...

You're. Welcome.

... I'd LOVE to get my hands on a Union... Or three... But geez they're expensive... -.-

NOTE NOTE: When the fella you extracted is Important, they Have to come back and get you...  8)
Title: Re: Mercenary Hall
Post by: Der Kommissar on 24 March 2012, 14:21:48
after tooling around for a while, this is what i've come up with for a merc command:

1st Consolidated Free Privateers

[...]
 
Command/Control Lance:
 
Awesome
Zeus
Atlas
Cyclops

It might just be me, but you mentioned wanting your merc company to be a bit rough and greenish, right?  In that case, you might want to drop assault mechs entirely, or at least settle for unwanted uglies like the Charger and Banshee.  As it is, anyone with an Atlas can't be hurting that bad, while the Cyclops is (fluff-wise) a high end C&C mech.

I might stick a Blackjack in your unit - they're fluff-unpopular (which would probably make them easier to acquire), and they're known to be in autocannon-loving Davion hands.  Maybe stiffen your company with some cheap tanks, like Bulldogs or Vedettes.
Title: Re: Mercenary Hall
Post by: FictionalCharacter on 24 March 2012, 21:12:14
thanks for the advice :)

i've still been working on this, and i agree that, for these purposes, i need to downsize the tonnage and effectiveness pretty severely. unfortunately i'm currently limited to intro box set units and i'm on a pretty lean budget, although i've recently gotten my hands on a second set of the intro minis, so now i can double them up. my current incarnation of a mostly-davion starved-for-cash mech company is as follows:

recon lance:
commando x 2
clint x 2

mainline lance:
enforcer x 2
jagermech x 2

command lance:
dervish x 2
grasshopper x 2

if i really want to suffer (or make things interesting, i suppose), i can exchange the clints for spiders, but 2 jagermechs has to be punishment enough. plus it depends on how closely i want to stay to davion. i could do something like sub out the dervishes for panthers, for instance.

i also have some old minis from epic warhammer 40k that i can repurpose as infantry and vehicles, most notably about a dozen of these guys:

(http://4.bp.blogspot.com/-5XHje6moWiQ/TgqWnZlS1cI/AAAAAAAABJM/q5pNGvH0Gxc/s400/epic_eldar_legion_falcon.JPG)

any ideas as to what those most closely resemble, or how they can best be converted?

also, i'm considering grabbing RS 3050 upgrade, since it seems like a lot of that pertains to the minis i already have. seem like a decent idea?
Title: Re: Mercenary Hall
Post by: MadVoorpak on 24 March 2012, 22:16:53
Saladin hover assault tank :P

Title: Re: Mercenary Hall
Post by: Colt Ward on 24 March 2012, 22:21:35
Hmm, is that tube up the middle supposed to be a BFG?

If so, it could be some sort of Saladin/Gladius/SM1 clone.  Mmmm . . . HPPC Saladin?

Or better yet . . . make it a converted Condor chassis, with a Fuel Cell engine, RAC/5 w/5t ammo, 3 AMS w/2t ammo & ECM.  Of course you could also change out the ECM with TAG.  Hmm, I actually like that design.
Title: Re: Mercenary Hall
Post by: Colt Ward on 24 March 2012, 22:24:57
Anyone know if there was a list of merc units destroyed/disbanded during the FCCW?  During the Jihad?  As I read Dying Time once again . . . and I am considering for backstory of a recruit in 3066 being a former GDL soldier who is looking for a new home after the GDL fell apart.

Which, as I said, makes me wonder if there are other orphans to pick up at the recruiting stations on merc worlds.

Then again, would you hire someone from a unit that fell apart like the Gray Death Legion?  Little Richard's Panzer Brigade?
Title: Re: Mercenary Hall
Post by: Der Kommissar on 24 March 2012, 22:27:57
Saladin hover assault tank :P

This.

Which I might add is a good thing.  In 3025, the Saladin is a tank you don't want to see screaming across a field at you.  Hell, a lance of Saladins is never something you want to see moving towards your mech...
Title: Re: Mercenary Hall
Post by: Neufeld on 25 March 2012, 02:06:49
i also have some old minis from epic warhammer 40k that i can repurpose as infantry and vehicles, most notably about a dozen of these guys:

(http://4.bp.blogspot.com/-5XHje6moWiQ/TgqWnZlS1cI/AAAAAAAABJM/q5pNGvH0Gxc/s400/epic_eldar_legion_falcon.JPG)

any ideas as to what those most closely resemble, or how they can best be converted?

Reminds me of a Minion ATV the most, but since you are playing in 3025, as other have said Saladin is the best option.
Title: Re: Mercenary Hall
Post by: Auman on 25 March 2012, 06:16:23
Saladin hover assault tank :P

Custom hovertank with a large gun.
Title: Re: Mercenary Hall
Post by: Samhain21 on 25 March 2012, 14:02:29
Quote
Then again, would you hire someone from a unit that fell apart like the Gray Death Legion?  Little Richard's Panzer Brigade?

Destroyed? I see no reason why Not... Heck, if I Need a skilled Assault mech pilot, or solid tank crew, darn right I'll hire them... Have your resume handy, and dress sharp for the interview... I'd LOVE to have that as a marketing gimmick... "WE even have guys from the Gray Death Legion... Come work, and kill, for us!"

Deserted?.... Mmmmm... Not so much... Unless I get Reeeeally desperate and just need more guns to throw at a situation, and can afford you hitching off with your ride...
Title: Re: Mercenary Hall
Post by: FictionalCharacter on 26 March 2012, 00:23:33
bit of an update to try to downsize, diversify, and stick with the loose davion theme:

lance 1:
commando x 2
jenner
spider

lance 2:
enforcer x 2
clint
dervish

lance 3:
hunchback
jagermech
whitworth
grasshopper

4 saladan hover assault tanks.
Title: Re: Mercenary Hall
Post by: Auman on 26 March 2012, 00:41:24
Destroyed? I see no reason why Not... Heck, if I Need a skilled Assault mech pilot, or solid tank crew, darn right I'll hire them... Have your resume handy, and dress sharp for the interview... I'd LOVE to have that as a marketing gimmick... "WE even have guys from the Gray Death Legion... Come work, and kill, for us!"

Deserted?.... Mmmmm... Not so much... Unless I get Reeeeally desperate and just need more guns to throw at a situation, and can afford you hitching off with your ride...

GDL are always at the front of my rolodex. Just because you get wiped out, doesn't mean it happened because you're terrible. Sometimes, you just can't win and it's how you lose that determines whether your references are terrible.
Title: Re: Mercenary Hall
Post by: Der Kommissar on 28 March 2012, 21:15:27
If you're hiring mechwarriors, it's less about whether or not their unit has been annihilated and whether or not they've personally been caught up in things like embezzling, abuse of addictive substances, war crimes, and desertion.  The latter-most has circumstances under which it's not such a big deal.  Legion of Vega soldiers used to be deliberately sent to their deaths...one can understand a desire to defect.

Of course, you don't want a guy who's tweaking out on amphetamines and can't get his fix on an extended campaign, or a guy who considers rules governing the treatment of POWs less rules and more polite suggestions.  Under any circumstances.
Title: Re: Mercenary Hall
Post by: Cerberus_02 on 06 April 2012, 15:46:28
...feel free to discuss employment options, contract types, salvage stories...

I have no good salvage stories because I prefer only 3025-era.  Every time I've tried to salvage an enemy 'Mech by using solely my small laser,  I end up causing an ammo explosion.   :(
Title: Re: Mercenary Hall
Post by: Moonsword on 06 April 2012, 16:18:06
I ran an engagement last night.  I was deliberately using pure 3025 tech, my opponent would up doing that by luck of the RATs.  I managed to salvage an Enforcer and pieces of a Stinger... but only because the Enforcer surrendered after being surrounded and caught in the water.
Title: Re: Mercenary Hall
Post by: Klat on 06 April 2012, 17:12:54
Don't most Stingers require some assembly after being acquired?

I never got to try it but a group I used to play with wanted to outfit a bunch of 6X Rifleman 'mechs to generate salvage. Not our most brillant idea but it could have been fun.
Title: Re: Mercenary Hall
Post by: Moonsword on 06 April 2012, 17:17:48
I was hoping to walk away with the Hunchback or maybe even the Marauder on a salvage truck, but no such luck.

Granted, I knew the MAD had a pretty good chance of going up in flames given the number of SRMs I was packing.
Title: Re: Mercenary Hall
Post by: Cerberus_02 on 06 April 2012, 21:00:46
The problem, Moonsword, is that I'm piloting an unmodified Ymir, and these three "salvage" attempts (Enforcer, Ostroc, Longbow) are more than half of my kills.   :(

Edit: I've got eight Goblin IFVs lined up for transporting my two platoons of infantry.  What would be a good lance of tanks to support these guys, for 3025?
Title: Re: Mercenary Hall
Post by: Colt Ward on 06 April 2012, 21:32:57
Bulldogs!  They use the same main guns, and you get all sorts of SRM-goodness.  Though I would recommend 4 Bulldog Medium Tank and 4 Bulldog (LRM) Medium Tank for a mechanized company.
Title: Re: Mercenary Hall
Post by: Cerberus_02 on 07 April 2012, 02:47:03
Bulldogs!  They use the same main guns, and you get all sorts of SRM-goodness.  Though I would recommend 4 Bulldog Medium Tank and 4 Bulldog (LRM) Medium Tank for a mechanized company.

I was hoping for something energy-based, as their missile support will be coming from their 'Mech buddies.  And also, because missiles cost money.  :P
Title: Re: Mercenary Hall
Post by: Auman on 07 April 2012, 03:59:08
Shreck PPC carriers. ;)
Title: Re: Mercenary Hall
Post by: Colt Ward on 07 April 2012, 10:40:36
The Bulldogs main gun is a LL for the standard, the (LRM) is of course a LRM . . . and I would still suggest going with the 8 tanks, since your lance of LRM fire support can sit out of LOS and IDF by infantry spotting.
Title: Re: Mercenary Hall
Post by: Rainbow 6 on 07 April 2012, 10:44:55
Shreck PPC carriers. ;)

Sounds like a plan.
Title: Re: Mercenary Hall
Post by: Comedian on 07 April 2012, 10:53:25
Schrecks are very slow through.
Title: Re: Mercenary Hall
Post by: Colt Ward on 07 April 2012, 10:57:07
And thin skinned, which in 3039 or later means they generally get dead easy.
Title: Re: Mercenary Hall
Post by: Rainbow 6 on 07 April 2012, 11:25:54
Good for long range DF fire support in 3025 though.
Title: Re: Mercenary Hall
Post by: Colt Ward on 07 April 2012, 12:17:43
IMO, mechs are better for direct fire support.  When it comes to vehicles, especially in double blind play, LRMs are better fire support because they have more range and can be indirect.
Title: Re: Mercenary Hall
Post by: Cerberus_02 on 07 April 2012, 14:51:30
IMO, mechs are better for direct fire support.  When it comes to vehicles, especially in double blind play, LRMs are better fire support because they have more range and can be indirect.

I have a Longbow for that; I'm looking for something (vehicle-wise, and cheap) I can send into the fray alongside the Goblins.
Title: Re: Mercenary Hall
Post by: Rainbow 6 on 07 April 2012, 15:23:00
If the treds are needed to go into close combat with the Goblin's then go with the Bulldogs. As Colt said earlier in the thread they are ideal for the role.
Title: Re: Mercenary Hall
Post by: Der Kommissar on 07 April 2012, 16:38:58
Yeah, as medium tanks go in 3025, the cheapo stuff consists of Bulldogs, Goblins, or nothing at all (despite the Bulldog's fluff suggesting otherwise).  If you can afford them, I'd be looking to buy Manticores.
Title: Re: Mercenary Hall
Post by: truetanker on 17 April 2012, 15:52:03
@ Cerberus_02

Well what variants of the Goblins you're using?

Technically you only need to run 3 Goblins per Infantry Platoon, as each " carries " a 1 ton bay. Which is what a Standard Foot Platoon weights in at.

Personally, I choose to run the following in my tank units:

Goblin Standard
Goblin Standard
Goblin Standard
Bulldog LRM
* Bulldog Standard

The * is used as a reinforcemental suggestion only. I use 5 tank Lances with 3 Lances per Company and 2 Companies along side another 15 Tank Company per Battalion. This 3rd Company is made up of 4 Brutus Standard, 2 Brutus LRM, 2 Shcrek PPC and 2 Ontos Standard along with a 5 Falcon Hovertank Lance ( 1 ML, 2 SRM-6 Hovercraft ).

But what you choose is up to you.

TT

Title: Re: Mercenary Hall
Post by: Cerberus_02 on 17 April 2012, 18:37:41
Technically you only need to run 3 Goblins per Infantry Platoon, as each " carries " a 1 ton bay. Which is what a Standard Foot Platoon weights in at.

If I were running the upgraded Goblins, yes.  My unit drws its history to the SLDF, so its Goblins are the one-squad-per version...  :(
Title: Re: Mercenary Hall
Post by: truetanker on 24 April 2012, 15:45:23
Sorry for threadjacking, but I only get to respond once a week if at all.

The cargobay for a 3025-era Goblin is 1 ton. A full Rifle Platoon, Foot weighs in at 3 tons, split into 4 7-man squads.... Like I said, technically you'll only need 3 Goblins... But 4 sure does make a prettier logistical sight. Now unless you planinng on using the Jump Infantry, still there you'll still need four. Sad isn't?

TT
Title: Re: Mercenary Hall
Post by: luky7evens on 07 May 2012, 05:31:40
Haven't posted here in a while, but my mech unit is gone,and not i go trashed and had to disband kinda of way. More of a  I lost every mech my unit had in battle kinda way. Talk about stupidity as well.

The mission I was on I had full salvage rights on an escort mission during the jihad. Couple nice mechs attacked me, so I chased them down with half the unit only for them to get ambush. They got bet up pretty bad trying to run back to the main force with there ambush party in tow. Once they got back the whole unit was fighting the mechs that ambushed my chaser and all of a sudden we got ambushed from the rear and it was pretty much over from there. We completed the mission ( escort supply line to another mech force and they will escort them from there). We pretty much dispatched a lance to escort them the rest of the way at full speed. They dropped the mechs off and came back to  help in the fight. Pretty much ended up being a do as much damage as possible situation. Oh and we were out numbered 2-1. This was during the jihad and we were fighting WOB's mechs escorting for the FedSuns. At least they went down in a blaze of glory.


Now to start up a new unit just gotta figure out when to start them. I am thinking either right before the 4th Succession War or right before the clan invasion what do you guy think  I should do?
Title: Re: Mercenary Hall
Post by: truetanker on 08 May 2012, 14:56:59
Just before.... better tech.

What faction base Mercanary you planinning on running any way?

TT
Title: Re: Mercenary Hall
Post by: luky7evens on 08 May 2012, 17:18:27
I was Gonna put to gather a small mercenary group, about 6 mech with support personal, that will grow in the futur. I was thinking of having the leader be from comstar heritage with some militia experience, or from fedsun heritage with some military experiences. But I didn't really plan on them all from the same faction more like a few from one faction, the guys that start the company and the others being recruited. I am still working out the details, but I think I might start before the 4th succession war or right after its end. I like playing intro tech and moving up to through the timeline.

I still need to figure out what type of roll they are gonna be taking on for mechs, I was thinking either having manly medium and heavy mechs in the unit with some lights. I think I might make them either a strike type of unit or cavalry type unit I don't know yet, but I don't want them to be two generalized. I do know that they wont get any bigger than maybe 2 companies work of mechs, probably more like a reinforced company with maybe some armor support and infantry for security, I want them to be a smaller sort of unit.

my other unit was about a reinforced Battalion sized unit with some armor support and I was liking playing that size towards the end, and I played them in any and every mission, plus they were really munchy lol.
Title: Re: Mercenary Hall
Post by: luky7evens on 10 May 2012, 02:22:00
So started a new mercenary command The Honey Badgers. It is still a working progress.
You can find it here http://bg.battletech.com/forums/index.php/topic,18975.0.html (http://bg.battletech.com/forums/index.php/topic,18975.0.html)
Let me know what ya think
Title: Re: Mercenary Hall
Post by: Auman on 10 May 2012, 04:34:30
Well, the name made me lol already... What can be wrong with them?
Title: Re: Mercenary Hall
Post by: luky7evens on 10 May 2012, 04:40:27
Other than my fluff writing skills idk
Title: Re: Mercenary Hall
Post by: Auman on 10 May 2012, 20:09:23
I'd have given the CO the last name 'Honey' instead of Ebon, because I think Ebon is unnecessarily dynamic for the regiment's monicker.
Title: Re: Mercenary Hall
Post by: luky7evens on 10 May 2012, 20:15:41
Good Idea thanks
Title: Re: Mercenary Hall
Post by: ANS Kamas P81 on 12 May 2012, 03:54:02
Call them "Honey's Badgers" then?

Thinking of putting together a company-sized force myself, lately.  Something for the Introductory eras; 3005-3040 or so.  Golden Jackals - snake hunting is a specialty.
Title: Re: Mercenary Hall
Post by: Klat on 12 May 2012, 15:41:33
Golden Jackals - snake hunting is a specialty.

I like that... I really really like that  O0
Title: Re: Mercenary Hall
Post by: ANS Kamas P81 on 12 May 2012, 22:50:08
I'll work on them.  Right now I'm thinking of a Canopian expat who didn't like the coming merger with the Capellans, after growing up with the Canopus-Andurien/CapCon war when she was a kid.  Took her commission and a major bit of investments, meandered around the Inner Sphere for a while, then ended up in Lyran space with a hate on for some Kuritans - and a lot of snobbery from the Lyrans at this periphery bumpkin who wants to be a merc.  But Galatea's Galatea, at least in the years prior to the Jihad.

Which should make her very well placed for future shenanigans...or this could even be part of the Clan invasion; it works well either way.
Title: Re: Mercenary Hall
Post by: Rainbow 6 on 28 June 2012, 16:38:19
So what does the merc community think of the 3 new units presented in Total Chaos?
Title: Re: Mercenary Hall
Post by: Deadborder on 28 June 2012, 17:02:16
I do like them; they have a lot of flavour and personality to them, and they fit into the sort of Merc unit that I enjoy. I don't like the huge, multi-regiment commands, but small, batallion or below commands are a lot more interesting to me because of their far more precarious existence.

With that being said, I'd liked to have seen a unit that stayed Word-Loyal to the end, and either wound up making a heroic last stand, or alternatively vanished, never to be seen again.
Title: Re: Mercenary Hall
Post by: Klat on 28 June 2012, 17:16:28
So what does the merc community think of the 3 new units presented in Total Chaos?

I think Gannon's Cannons is a really cool move by TPTB. My favorite though is Cumberland’s Missiliers, they just have the whole rough and tumble merc vibe going for them and I've always been drawn to that.

... With that being said, I'd liked to have seen a unit that stayed Word-Loyal to the end, and either wound up making a heroic last stand, or alternatively vanished, never to be seen again.


That would've been really cool.
Title: Re: Mercenary Hall
Post by: Nav_Alpha on 28 June 2012, 21:58:04
With that being said, I'd liked to have seen a unit that stayed Word-Loyal to the end, and either wound up making a heroic last stand, or alternatively vanished, never to be seen again.


Same! I'm trying to work up something for the non-canon section: a rough and tumble band of individuals who were lured to the Word in '66 with the offer of some decent upgrades.

I'm thinking:
- Participated in the annexation of Caph, Feb 3066. Fighting elements of onworld militia and Liao rebels
- Garrision duty on Epsilon Eridani, hunting bandits and criminal gangs.
- Partcipated in the conquest of Epsilon Indi in December 3067

Might be a fun MegaMek campaign, playing the bad guys.
The WoBbies armed their merc with Protectorate Militia tech, right? What kind of stuff would they be willing to sell?
Title: Re: Mercenary Hall
Post by: Colt Ward on 28 June 2012, 22:35:39
Well if your on Ep E . . . then think of all the fine products of Kressly Warworks right there!  Titan IIs, Ostroc, Bandersnatches, Lineholders and Chimeras would all be available for mech supply.  Then you get the Brutus Assault Tanks, Lightning, Blizzards and Beagles for your armor support or recon needs.
Title: Re: Mercenary Hall
Post by: Nav_Alpha on 29 June 2012, 00:54:11
Well if your on Ep E . . . then think of all the fine products of Kressly Warworks right there!  Titan IIs, Ostroc, Bandersnatches, Lineholders and Chimeras would all be available for mech supply.  Then you get the Brutus Assault Tanks, Lightning, Blizzards and Beagles for your armor support or recon needs.

What would they offer as a "sign on" bonus. I'm figuring a demi company of mechs with tank support who are the dregs of the merc trade. Real bottom feeders, dispossessed warriors, and cashiered officers.
I figure less than half would actually have their own equipment so the Wobbies would offer an incentive: here, down on your luck barfly, we'll hook you up with a mech. Just do exactly as you're told and look the other way occasionally
Title: Re: Mercenary Hall
Post by: Neufeld on 29 June 2012, 06:39:03
So what does the merc community think of the 3 new units presented in Total Chaos?

Well, I am still in 3077 on my read-through, having just browsed beyond that, but my impressions so far:
- I love the Missiliers, they feel very much alive as an unit, and they have both their successes and failures. I especially liked that they absorbed a certain other merc unit.
- I find the Crusaders very entertaining to read about, and an interesting unit.
- Now the Cannons feel very much vanilla compared to the two others, and I feel that the writing focus too much on just two persons, making the rest of the unit faceless. Still, nothing really wrong with them, it is just that the competition is too strong.
Title: Re: Mercenary Hall
Post by: Rainbow 6 on 29 June 2012, 15:15:16
I like the write up's for all three units and they show (i think) what most operation mercenary units should look like.
Title: Re: Mercenary Hall
Post by: 97jedi on 29 June 2012, 17:34:53
I think Gannon's Cannons is a really cool move by TPTB.

Agreed!

My favorite though is Cumberland’s Missiliers, they just have the whole rough and tumble merc vibe going for them and I've always been drawn to that.

 :)
Title: Re: Mercenary Hall
Post by: 97jedi on 29 June 2012, 17:36:51
- I love the Missiliers, they feel very much alive as an unit, and they have both their successes and failures. I especially liked that they absorbed a certain other merc unit.

I credit Ben with letting me have a pretty free rein in how I wrote the aftermaths. I like the GD too much to see them exterminated. Of course, even so, not too many survived the whole war. Or did they? :)
Title: Re: Mercenary Hall
Post by: wolfmetal45 on 29 June 2012, 17:38:05
I'm doing some research on various Mercenary companies from CBT to try and pick which on I'd like to paint a lance or two of from the starter set.

So far the Northwind Highlanders seem like an awesome unit with their participation in Operation Bulldog, the Liberation of Terra and their heavy involvement in the 3rd and 4th Succession War.  I'm just curious though, according the the CBT wikia the Highlander regiments were all stranded on Northwind from 3067 to 3077.  Is there any information on what went on in that decade?  I'm finding it hard to believe the the Blakists destroyed all of their communications equipment and then simply left.  For one thing I doubt that the Highlanders would've lost access to all of their jumpships and second...I just can't picture the Highlanders doing nothing for 10 years after their long combat record.

Thanks for reading and for any help,
wolfmetal45
Title: Re: Mercenary Hall
Post by: Southern Coyote on 30 June 2012, 15:09:50
Hey folks!

I'm looking for a new merc unit.  I've got a company of mechs and they need a home.  I'm entertaining doing my own unit, but I'm having trouble deciding on color schemes. 

So, I'm looking for a potentially smaller, lesser known unit. Once upon a time, I was a Kell Hound and I could go back there.  But smaller units tend to have more personality.  And I would prefer a unit that survived the Jihad. Here's what I've got:

Annihilator, Archer, Arctic Fox, War Dog, Battlemaster, Griffin, Wolverine, Atlas, Hunchback, Verfolger, Grasshopper, and a Locust. 
Title: Re: Mercenary Hall
Post by: Dread Moores on 30 June 2012, 15:30:21
With that line up, there's a lot of Kell hound affiliated designs there. I'd take a look through the FMs and see if I can find one of their farm team units.

Alternately, say screw who made the designs and go with the Lone Wolves, because they are simply awesome.
Title: Re: Mercenary Hall
Post by: Colt Ward on 30 June 2012, 15:31:21
Well, the Annihilator, Arctic Fox and Verfolger make it a bit more difficult.

Why not try one of the new units in the Total Chaos book?  If nothing else, you can always dig up some minor group in the books or try something like a Kell Hound farm team?

And the Lone Wolves are dead post Jihad?
Title: Re: Mercenary Hall
Post by: Southern Coyote on 30 June 2012, 15:41:29
Well, I'm tempted to go back to the Hounds or do my own colors.  I've gone through FM: Mercs, Mercs Supp. and Mercs Supp. II.  But there are a lot of groups and I may have missed a group or two. 
Title: Re: Mercenary Hall
Post by: Nav_Alpha on 01 July 2012, 01:17:02
as other people have suggested - with those mechs I'd recomend going with one of the Kell Hounds' farm units. Or maybe even a company of Grave Walkers who didn't want to be intergrated into the Hounds and split?

The Hounds also sponsered a lot of smaller units to man the ARDC, so you could easily make up your own based on that. I imagine the Kell Hounds would have also sold off a lot of their old tech to these farm units
Title: Re: Mercenary Hall
Post by: Neufeld on 01 July 2012, 04:19:01
as other people have suggested - with those mechs I'd recomend going with one of the Kell Hounds' farm units. Or maybe even a company of Grave Walkers who didn't want to be intergrated into the Hounds and split?

That reminds me of the backstory of Gannon's Cannons, and he already has the Battlemaster.

Title: Re: Mercenary Hall
Post by: Wrangler on 01 July 2012, 08:51:57
Too bad there isn't a source on post-Jihad small merc companies, like the Cresent Hawks etc.  Famous ones weren't necessary Battalion size.
Title: Re: Mercenary Hall
Post by: Southern Coyote on 01 July 2012, 09:17:19
as other people have suggested - with those mechs I'd recomend going with one of the Kell Hounds' farm units. Or maybe even a company of Grave Walkers who didn't want to be intergrated into the Hounds and split?

The Hounds also sponsered a lot of smaller units to man the ARDC, so you could easily make up your own based on that. I imagine the Kell Hounds would have also sold off a lot of their old tech to these farm units
I like the scheme.  So did my wife.  And their history is interesting.  My only problem is that the Kell Hounds (like so many other famous merc units) have become kind of munchy.  So, the Grave Walkers are definitely up for consideration.

That reminds me of the backstory of Gannon's Cannons, and he already has the Battlemaster.


Are they a canon unit?  I haven't seen anything about them. 

I've briefly considered a blue trimmed in silver scheme. 
Title: Re: Mercenary Hall
Post by: Wrangler on 01 July 2012, 10:23:30
I like the scheme.  So did my wife.  And their history is interesting.  My only problem is that the Kell Hounds (like so many other famous merc units) have become kind of munchy.  So, the Grave Walkers are definitely up for consideration.
Are they a canon unit?  I haven't seen anything about them. 

I've briefly considered a blue trimmed in silver scheme.
Gannon's Cannons is a canon unit. They were canonized in the Total Chaos book.
Title: Re: Mercenary Hall
Post by: Ratwedge on 01 July 2012, 10:37:00
I like the scheme.  So did my wife.  And their history is interesting.  My only problem is that the Kell Hounds (like so many other famous merc units) have become kind of munchy. 

Have become? They were somewhat munchy pre-Jihad while during the jihad and after it they have been busy getting themselves killed in massacres and trying to pick up the pieces.

Honestly end of the day, who cares if they are or aren't? If you like them that is all that matters because heavens forbid you like a unit with a clear history, kick ass paint scheme and fun toys to play with.
Title: Re: Mercenary Hall
Post by: Archangel on 01 July 2012, 12:22:12
What about the 21st Centauri Lancers?  A storied unit that was shattered during the Blakist attack on Tukayyid and is attempting to rebuild.
Title: Re: Mercenary Hall
Post by: Southern Coyote on 01 July 2012, 12:46:46
Well, my wife once again help decide things for me.  We picked a paint scheme, dark blue trimmed in silver.  Naming the unit Lee's Lancers.  I'll paint a double, overlayed "L" on each unit for the unit logo. 
Title: Re: Mercenary Hall
Post by: Rainbow 6 on 01 July 2012, 15:52:08
Well, my wife once again help decide things for me. 

Yeah i get that to  ::)
Title: Re: Mercenary Hall
Post by: Deadborder on 10 July 2012, 03:51:53
So here's a thought.

According to Total Chaos, only one in five Merc units survived the Jihad. FM85 makes it clear that those survivors are greatly diminished in size and capabilities, with other units succumbing one way or another after that.

So with that in mind, how are things looking for your personal unit collection? Me, I've been scything through them like a maniac. So far, I'm yet to even make one in five surviving. One, in ten, maybe...
Title: Re: Mercenary Hall
Post by: Colt Ward on 12 July 2012, 22:05:59
Anyone wonder where the fuedal/planetary forces are that rent out portions of their militaries as mercenaries to bring in foreign c-bills?

Wolf's Dragoons and later the Kell Hounds ended up being fuedal/planetary forces that rented troops as mercs, but they did NOT start off in control of the land & industry that later supported them.

With that said, has anyone read the series of books by Kratman (Desert Called Peace/Carnifex/Lotus Eaters)?  Now leaving aside the politics and veiws in it, I think we could consider it a model of how to raise a decent merc force.  Its not cutting edge, they use a lot of work arounds (converted crop dusters for close support air) and the indoctrination during basic is something typically neglected in our CBT merc units but . . .

If your not fighting the Clans, do you really need cutting edge equipment?  My mercs still use some 3025 designs, or barely modified 3025 designs, in their mech, armor and aero formations.  Now they started in 3062, specialized in fighting in the Chaos March where you just are not going to run into all those special cutting edge equipment.

But up-armoring Vedettes, Scorpions and Pos with the new armor types.  Converting ICE powered armor to use FCEs, which gets more ammo and armor for the vehicles.  Using LB-10X to replace the AC/10s, LB-5X for AC/5s, and special ammos for LRM and SRM launchers to later convert to MMLs.

As far as raising the troops . . . the way they raised the troops has an advantage in that you can get some experienced troops who will be intensely loyal since the lower classes are raised to a higher position.
Title: Re: Mercenary Hall
Post by: Rainbow 6 on 13 July 2012, 02:16:47
That sounds like how the majority of the mercs employed by the CapCon in 3025 were formed.

Ambermarle's Highlanders - Raised by nobles from Zurich.
Hampton's Hessens - New Hessen Military.
Northwind Highlanders - Northwinds expat military.
Laurel's Legion - Raised by Tigress nobles.
Title: Re: Mercenary Hall
Post by: Terminax on 13 July 2012, 06:24:56
As much as I've enjoyed his novels, you can't touch Kratman writings in depth without getting into forum rule breaking chat. Suffice to say, his A Desert Called Peace and Countdown series both follow the creation of mercenary armies with the Countdown books following a similar pattern of low-tech mercenary army warfare but set in a more contemporary setting and being far more palatable than his A Desert Called Peace books.

Jerry Pournelle's Falkenberg's Legion and the following three sequels compiled in The Prince omnibus is much closer to Battletech feel. In The last two, Go Tell The Spartans and Prince of Sparta [Which were co-authored with S.M. Sterling] the Falkenberg's Legion sets itself up as on a planet called Sparta to train an army, which will eventually be hired out as it's built up, as the nucleus of an effort to preserve humanity during a general societal collapse throughout human space.

Then there's Rick Shelley's DMC series which is more of space opera. In it, he follows the career of a Terran born officer as progresses in the Dirigent Mercenary Corps. The DMC is a 14 regiment (was 15 until a regiment died during a debacle) force. Comprised mostly of light infantry, with armor and air assets assigned only as needs required the DMC rents itself out and sells arms to the many planets not officially part of three different space empires (which are actually discussed more in depth in an earlier series set in the same universe but much later down the time line) who rent anything from a platoon to multiple regiments though the average is a company to battalion deployment.

All four series are interesting reads. Believe it or not, Pournelle's work covers much of the same ground Kratman does later but you can easily see the generational gap in the way they tell their stories and their ultimate solutions to the similar issues. Rick Shelley stuff is much tamer, and nowhere near as political. Aside from the fact that it pretty much uses light infantry who's main support is their shuttle craft and space fighters - it feels very much like Battletech.

I'm sure I've got at least four or five more series in my book shelves that fall into the same category. Heh. But I'd better get back on the point.



Quite a few mercenaries were troops pulled together either to support their nation of origin or to pull in money for a planet. As already mentioned, allot of Capellan mercs fall into this category. But so do others. I think the problem with low-cost armies with Battletech isn't that they can't be done but that they aren't practical to, at least in the mercenary way. The big problem mercenary units will always face is transportation. You buy your own or you're at the mercy of employers. Low-cost units will typically be bulkier to transport or supply... not always but typically. Economical units will also demand a lower price than their higher cost counterparts but will be able to be more sustainable at the price of being able to do a fair bit but not everything.
Title: Re: Mercenary Hall
Post by: Colt Ward on 13 July 2012, 06:40:05
How many of those Liao units though ended up employed outside the CapCon?

Sort of agree Terminax, after a recent series of battles in my campaign I am thinking about drastically increasing my infantry component (basically x5) and I am constantly adding support units . . . like a ammo platoon of 14 trucks to haul rounds to the front.  While I now have 3 dropships, only one is really sized to take on lots of infantry and its not really combat rated.  The latest (capture) is small, and I am thinking I will be selling it off to get a real infantry transport.  But my unit operates in the Chaos March . . . which means I will mostly face equal/lower tech/less trained opponents.
Title: Re: Mercenary Hall
Post by: Terminax on 13 July 2012, 06:56:52
Well that's where things get sticky depending on what books you're sourcing from.

The Northwind Highlanders and Laurel's Legion both ultimately leave the CC for the FS during the 4th SW. The original Hampton's Hessens were wiped out during the 4th SW with the remnants being used to construct the Republican units but were resurrected in either the 20 year update or objective raids by poor fact checking with a single regiment and then were brought back full bore during the Chaos March through Jihad era.

Many of those that survived the 4th SW went on to join the CC as House units in the post-Clan invasion environment but some didn't. The Jihad still killed most of them.
Title: Re: Mercenary Hall
Post by: Rainbow 6 on 13 July 2012, 16:09:54
I think with Hampton's Hessens it was more a case poor fact checking replacing other poor fact checking as the New Hessen Armored Scouts were deployed on Westerhand for the 4th Succession War which was about as far away from the Davion juggernaut as you can get.
Title: Re: Mercenary Hall
Post by: Terminax on 13 July 2012, 17:23:31
I'll check my 4th Succession War books tonight but I'm pretty sure most of the unit was destroyed during the Davion blitz and the remnants ending up in the Republican regiments.
Title: Re: Mercenary Hall
Post by: Colt Ward on 13 July 2012, 19:51:29
To return to something I mentioned but did not fully address, and Terminax can also add in, the thing that struck me with the Desert series was the merc unit was not structured/built as we tend to do it in CBT (or at least from the backstories I have read).

It was started with a team of veteran field operators who had secondary specialties.  The commander gathered specialists that he knew and trusted and spent some time working the staff through the PLAN for when things would be online.  The mobilization timeline was tight, but structured so that each individual piece would be in place and ready when it was needed (Tanks are due to arrive on X, prospective tankers will graduate basic on X-5 days, etc).  From the start, the unit was designed to carry out a set mission, with its structure and organization built around that goal as well as to be able to be expanded.  In CBT language, say you start off with a company of mechs and carry out several lucrative contracts, either in terms of cash or equipment salvaged.  To grow the unit, each lance is split off to form a new company (even if initially understrength) which are well drilled in the unit tactics, doctrines and traditions.  Sure you may lose a veteran company to create 3 understrength companies (say 8 mechs each), but they should at least not be green companies with any sort of minimal work up.  In that series, the mission was defined and then they sought out the equipment that was most economical to achieve the mission.  Following economical mission achievement, the deciding factors were logistics, training costs, and availability/costs.

In CBT, and especially as merc, our units grow based mostly on what we can capture or is handed out by the employer.  Most of the units I have read that people created added another lance or two based on what they ended up recovering for raw combat power rather than objective oriented growth (IE, do you really need that extra lance of light mechs you salvaged, or is your unit better off selling them to get a pair of VTOLs for recon and improve your infantry's kit to make then better light raiders and security for your main combatants?).  Also, do CBT players actually plan their units based on what transport they have/expect- do those tech teams actually have adequate quarters?  do they have the raw cargo space on your transports to carry the spares they need?  can you get enough rations loaded on your DS and offload them to trucks for your supply/ammo guys to haul them forward to the shooters?

Basically the books seem to take it from . . . Here is the missions & objectives we are going to build our force to accomplish, here is the plan how to get there . . . now we need to train the bodies and find/buy the equipment.

vs

CBT seems to be . . . Hey!  We just got a company of mechs, lets go raid the Clans for goodies!  Even if the force would not be all that successful at such a task.

And I say this for the player created units, many of the source material units have a tactical doctrine they hold to and are built around.
Title: Re: Mercenary Hall
Post by: Terminax on 13 July 2012, 21:35:31
A big spoiler tag ahead. If you don't want the know the basic beginnings of A Desert Called Peace, don't read it the blacked out text. I'm steering clear of some of the specifics as again, they're forum rule busting discussion points.

Essentially, in A Desert Called Peace it follows a retired career soldier who specialized in training and teaching others for a US stand-in nation who's family is killed in a shattering terrorist attack. He lives in (and his wife's family is from) a Panama stand-in nation and ultimately decides to avenge his family and wipe out the terrorists responsible for his loss root and branch. To do so he must make an army...

In Battletech terms, you'd have an elite military commander call together friends and buddies and former military men he knows to form a planning group, the as resources come together build a cadre force that would ultimately train your next growth spurt and eventually, you'd get to a large enough size that the cadre becomes a training battalion/academy and growing from there from a short regiment to full sized brigade and ultimately in the future a corps sized force with a sizeable naval component. You'd have started off your personal money then a sizeable bequest like the Kell Hounds did, then get the backing of a single planet then the backing of a house... all the while investing in becoming an full-fledged, independent army capable of wiping out an entire people.

In my own games, units usually grow as a result of a plan rather than a random put together force that salvages it's way to expansion. The players make up their goals and work towards them. They certainly do NOT plan as intricately as presented in Kratman's books. Nobody wants to play a game and do that much work. But they do plan around the basics - units, transport and finances. My players tend not to get much in the way of salvage rights so they have to come up with other ways of making money. One of the current scams they're running is smuggling arms from the FC to the Duchy of Andurien via the SIC which makes them more money than their mercenary work does. Another example is they got into a property buying scheme where they had bought property in part of a city they were protecting and via proxy, purchased much of the place and got war coverage insurance (which this planet being far from any battlelines) and let the whole area get blown to bits. They collected the insurance money afterwords, with a share going to their proxies. The money they got let them plan a new base, that would be built int the ruined part of the city.
Title: Re: Mercenary Hall
Post by: False Son on 17 July 2012, 11:31:20
CBT seems to be . . . Hey!  We just got a company of mechs, lets go raid the Clans for goodies!  Even if the force would not be all that successful at such a task.

Part of that was the time period.  The FC was paying units to hit the clans just to buy them time while they shored up their house militaries.  It's part of why the merc trade exploded in the clan invasion years.  If there is a sudden demand for mercs (although, there always has been in BT) and the employers are willing to pay untried commands to raid the clans, it's an attractive incentive.  Go get a loan and buy some mechs, get your academy buddies together, maybe a few freelancers, boom.  Merc company.  Normally, this isn't a great idea, because mechs, parts and salaries are expensive and pay days aren't for certain.  But, in the era of get rich quick merc units it was a tempting prospect, even if most merc commands failed/died horribly.

What is nice about the in-universe merc commands is the broad spectrum of start ups.  Some of them, like the Kell Hounds or Wolf's Dragoons had a backer.  Others, like the GDL were salvagers.  Then there are units like Stalwart Support, who focused on the conventional infantry game, where it's more salaries and rations than parts and techs.
Title: Re: Mercenary Hall
Post by: Archangel on 18 July 2012, 09:12:46
Do we have a status update on the Blackstone Highlanders after they surrendered to the First Royal Guards RCT in 3083?  Forced to disband?  Rebuilding with the aid of Blackstone BattleMechs?
Title: Re: Mercenary Hall
Post by: Rainbow 6 on 18 July 2012, 09:36:44
There's nothing about their status in FM3085, but i can't see the LCAF allowing them to rebuild after they defended a rebel duchess.
Title: Re: Mercenary Hall
Post by: Archangel on 18 July 2012, 10:13:03
There's nothing about their status in FM3085, but i can't see the LCAF allowing them to rebuild after they defended a rebel duchess.

They have a good case to claim that they were simply following their employer's (most likely still Blackstone BattleMechs) orders to defend their facilities and the local community.  The majority of the unit was located in the industrial district at (or near) Blackstone BattleMechs rather than deployed to the commercial district or the duchess' palace.  IMO the 1st Royal Guards RCT deployed against the Highlanders to prevent them from moving to defend the duchess so, technically speaking, unless they declared their intentions to defend the Duchess they didn't actually defend her.
Title: Re: Mercenary Hall
Post by: Rainbow 6 on 18 July 2012, 12:36:53
Going from memory (so i could be wrong) but i'm pretty sure they and the Duchess house troops were ordered to stand down before the LCAF regiments left the jump point or be considered hostile forces.

They chose not to (my opinion Blackstone Battlemechs had the option of communicating there intention to stay out of it) so they died.
Title: Re: Mercenary Hall
Post by: Archangel on 21 July 2012, 11:46:47
Going from memory (so i could be wrong) but i'm pretty sure they and the Duchess house troops were ordered to stand down before the LCAF regiments left the jump point or be considered hostile forces.

They chose not to (my opinion Blackstone Battlemechs had the option of communicating there intention to stay out of it) so they died.

Actually the message was simply that the Duchess LaRue was under arrest and had one day to surrender herself.  Regardless, upon further review I found this:"...Blackstone BattleMechs has found itself under immense scrutiny while the Blackstone family is being investigated for the actions of their former mercenary unit and its support of former Duchess Tamari LaRue" (FM 3085, p96) so I guess the unit was destroyed and any survivors were either dispossessed or permanently incorporated into Blackstone's BattleMechs security force or the Blackstone family's personal security (have to show the mercenaries some loyalty for their service).  I assume they weren't arrested as they were merely mercs (what would you charge them with) and their employer wasn't arrested for their support of former Duchess Tamari LaRue (at least not yet).
Title: Re: Mercenary Hall
Post by: Kit deSummersville on 21 July 2012, 13:16:32
The fact that the Highlanders were engaged with the Royal Guards upon landing was pretty telling.
Title: Re: Mercenary Hall
Post by: Archangel on 22 July 2012, 13:07:38
When (and how) did Charles Houver regain command of Vandelay's Valkyries?  I thought he handed over command to Sarah Vandelay and resumed command of the unit's infantry.
Title: Re: Mercenary Hall
Post by: MOrab46019 on 27 July 2012, 03:44:58
TAG.
Title: Re: Mercenary Hall
Post by: Klat on 03 August 2012, 19:07:57
I'm looking into running a campaign wherein the players will hunt down wanted mercs post jihad. The players force will probably be a lance sized force that will have to concentrate on smaller commands and single fugitives. What 'mechs would be be desireable for such operations? Would active probes and or ECM be useful? While the players will ultimately get to choose what they want I'd love a pool that I can recommend from.

As always thanks ahead of time.
Title: Re: Mercenary Hall
Post by: Archangel on 03 August 2012, 20:10:44
I'm looking into running a campaign wherein the players will hunt down wanted mercs post jihad. The players force will probably be a lance sized force that will have to concentrate on smaller commands and single fugitives. What 'mechs would be be desireable for such operations? Would active probes and or ECM be useful? While the players will ultimately get to choose what they want I'd love a pool that I can recommend from.

As always thanks ahead of time.

Active probe...sure.  ECM...less so at least not until you enter combat.

Here is a hook.   While hunting have your hunters accidentally come across a military patrol from the local garrison, a group of pirate raiders or local insurrectionists, such as Black Dragons.  Even the military group can be hostile if you haven't received proper clearance or the patrol leader hadn't been informed that your group would be operating in the area.
Title: Re: Mercenary Hall
Post by: Sartris on 03 August 2012, 20:16:47
Active probe...sure.  ECM...less so at least not until you enter combat.

Here is a hook.   While hunting have your hunters accidentally come across a military patrol from the local garrison, a group of pirate raiders or local insurrectionists, such as Black Dragons.  Even the military group can be hostile if you haven't received proper clearance or the patrol leader hadn't been informed that your group would be operating in the area.

I could see the PCs defending themselves against the patrol, then are eventually forced to join the people they're trying to hunt down to fend off the planetary defenders.
Title: Re: Mercenary Hall
Post by: Nav_Alpha on 04 August 2012, 02:24:23
I'm looking into running a campaign wherein the players will hunt down wanted mercs post jihad. The players force will probably be a lance sized force that will have to concentrate on smaller commands and single fugitives. What 'mechs would be be desireable for such operations? Would active probes and or ECM be useful? While the players will ultimately get to choose what they want I'd love a pool that I can recommend from.

As always thanks ahead of time.


Active probes woul be very helpful. But also, make C3 your friend. Coordinated attacks against your foes is good- especially as these scum don't deserve one on one combat.

I like Archangel's idea- I almost see it as Mosad hunting down Nazis in south America, etc- you're sneaking in, unsanctioned to snatch someone who might even have the support of local authorities.

Title: Re: Mercenary Hall
Post by: Moonsword on 04 August 2012, 05:17:51
Gentlemen, I do not suggest following up on that comparison.
Title: Re: Mercenary Hall
Post by: Nav_Alpha on 04 August 2012, 07:11:17
Gentlemen, I do not suggest following up on that comparison.

Point taken.

Regardless- you can have some fun, conducting cross border raids to bring in rogue Mercs or ex-Wobbies.
Title: Re: Mercenary Hall
Post by: Nav_Alpha on 05 August 2012, 20:25:06
I'm looking into running a campaign wherein the players will hunt down wanted mercs post jihad. The players force will probably be a lance sized force that will have to concentrate on smaller commands and single fugitives. What 'mechs would be be desireable for such operations? Would active probes and or ECM be useful? While the players will ultimately get to choose what they want I'd love a pool that I can recommend from.

As always thanks ahead of time.

While you've said you want to put together a merc outfit - i suggest having a look at this Errant Force I've done up in the non-canon section as an example of a lance-sized unit with minimal support that's tasked with taking down larger units: http://bg.battletech.com/forums/index.php/topic,21577.0.html

I actually seem to remember you mentioning Errant lances before too.
Title: Re: Mercenary Hall
Post by: Klat on 15 August 2012, 13:34:38
Thanks for the ideas everyone. While I was actually looking for a pool of 'mechs that would be good for bounty hunting I do really like the ideas given; cross border incursions and such could get interesting quickly. As to the errant force idea; while I am working on a couple of lances of errant force right now I wanted to use mercs\bounty hunters in order to go for a different feel and atmosphere in RP. So far it looks like these bounty hunters will have a KSC-5I Koschei and a GHR-7P Grasshopper. While I think the 'hopper with its BHAP will be very useful I have some doubts about the Koschei outside of being a brawler.

On a very different topic I finally have a paint scheme for my mercs, inspired by the police cars from Mad Max Clansittingducks is in the process of deciding how best to apply the colors to what will eventually be 36 'mechs

(http://i575.photobucket.com/albums/ss194/KlatBlutig/bbopperfilephoto01.jpg)
Title: Re: Mercenary Hall
Post by: Nav_Alpha on 16 August 2012, 06:07:18
Thanks for the ideas everyone. While I was actually looking for a pool of 'mechs that would be good for bounty hunting I do really like the ideas given; cross border incursions and such could get interesting quickly. As to the errant force idea; while I am working on a couple of lances of errant force right now I wanted to use mercs\bounty hunters in order to go for a different feel and atmosphere in RP. So far it looks like these bounty hunters will have a KSC-5I Koschei and a GHR-7P Grasshopper. While I think the 'hopper with its BHAP will be very useful I have some doubts about the Koschei outside of being a brawler.

On a very different topic I finally have a paint scheme for my mercs, inspired by the police cars from Mad Max Clansittingducks is in the process of deciding how best to apply the colors to what will eventually be 36 'mechs

(http://i575.photobucket.com/albums/ss194/KlatBlutig/bbopperfilephoto01.jpg)

Very nice paint scheme mate. I've often thought of doing a periphery style campaign with a good dose of Mad Max. (the best one is certainly the best)
Title: Re: Mercenary Hall
Post by: Colt Ward on 16 August 2012, 06:19:06
Looking forward into stepping into the chaos of the League break up myself.  Proto-states, independent worlds, companies trying to recover and periphery powers trying to make big plays even while one seems to break up.

Lots of fun equipment to pick up since I am a fan of Merkavas, Moltkes, Marauder 9M2s, Patriots and other fun stuff.
Title: Re: Mercenary Hall
Post by: Rainbow 6 on 16 August 2012, 10:20:51
Sounds like you'll be heading for the Regulan Fiefs then.
Title: Re: Mercenary Hall
Post by: ANS Kamas P81 on 16 August 2012, 14:38:33
Very nice paint scheme mate. I've often thought of doing a periphery style campaign with a good dose of Mad Max. (the best one is certainly the best)
I assume you mean the first one.  And damn I love that MFP colors...hell, I was the one joking about yellow-red-blue MHL-1Xs being painted up, along with an all-black MHL-6MC that later gets stolen to roam the Fronc Reaches....
Title: Re: Mercenary Hall
Post by: Nav_Alpha on 19 August 2012, 04:12:11
I assume you mean the first one.  And damn I love that MFP colors...hell, I was the one joking about yellow-red-blue MHL-1Xs being painted up, along with an all-black MHL-6MC that later gets stolen to roam the Fronc Reaches....

Gah! Far fingers. Yep, you're right. Big fan of the first mad max.

And yeah, it is a nice colour scheme for a fun little jaunt through the perif!
Title: Re: Mercenary Hall
Post by: Colt Ward on 27 August 2012, 22:42:11
Couple discussion questions . . .

Do you think it would be worth it to hire/own a protected/bonded warehouse on your hiring hall world?  Something you can stash things that finally get delivered from buy orders or a broker located & bought using your funds in escrow?

Are your bankers on the hiring hall world going to act/behave like Wall Street, Swiss, or Grand Cayman bankers?  How much of your organization's assets do you want liquid?

Say 3066 with the Diamond Shark caravan stopping by your hiring hall world.  What reasonable set of items would you be lining up to buy?  Name a mech, armor, weapon system or even material.
Title: Re: Mercenary Hall
Post by: Nav_Alpha on 28 August 2012, 00:58:30
Couple discussion questions . . .

Do you think it would be worth it to hire/own a protected/bonded warehouse on your hiring hall world?  Something you can stash things that finally get delivered from buy orders or a broker located & bought using your funds in escrow?

Are your bankers on the hiring hall world going to act/behave like Wall Street, Swiss, or Grand Cayman bankers?  How much of your organization's assets do you want liquid?

Say 3066 with the Diamond Shark caravan stopping by your hiring hall world.  What reasonable set of items would you be lining up to buy?  Name a mech, armor, weapon system or even material.

1. Certainly - I'd suggest renting rather than buying one though. Not only does it offer you potential office/work/sleeping space when you're on planet, it means you have a relatively secure site that you can hold items in.
While a merc company heading off on a contract is going to take spare equipment, ammo, food, etc - it's probably not going to take its entire store.
A secure building back home lets you only take what you need.

2. I'd think the reliability, etc of bankers would be determined by the world. Outreach during it's zenith: you'll have very legit bankers. Somewhere like Fletcher during the FCCW or Rubach during the post HPG blackout (both merc hubs)... meh, maybe not so much.
I guess it would all depend on the legitimacy of the world.

3 I honestly would probably shy away from outright buying 'mech from the Sharks because I tend to play smaller, hard luck outfits who can't afford to maintain and repair Clantech.
That said: medium pulse lasers, ER lasers, ER PPCs and double heat sinks would all be relatively cheap items that my sorts of units could use.
Title: Re: Mercenary Hall
Post by: Archangel on 28 August 2012, 01:13:14
Do you think it would be worth it to hire/own a protected/bonded warehouse on your hiring hall world?  Something you can stash things that finally get delivered from buy orders or a broker located & bought using your funds in escrow?

Mercenary units that use a particular world as a home base will frequently set up a permanent compound on that world (as long as they can afford it).  Saves worrying about carrying non-essential personnel on a mission, about finding an available repair facility (that fits the unit needs) upon completing the contract, or the expensive costs in renting those facilities.  For example, Brock's Buccaneers (a company sized merc unit) set up a permanent compound on Galatea.

In deciding whether to rent or buy facilities, its your basic cost dilemma.  Does it make more sense to buy a car or lease a car?  Do I rent an apartment or buy a condo/house?  What can I afford? Which is going to cost more short-term/long-term?
Title: Re: Mercenary Hall
Post by: Samhain21 on 29 August 2012, 13:45:43
1. I figure there's large, pre-made compounds on worlds like Galatea and Outreach that specifically Cater to mercs. And that large property companies rent out. Like, a "Standard" compound will contain X warehouses, 4 Mech bays for repairs, a barracks/living quarters building, etc. I just search warehouses, truck terminals, business complexes, etc. for rent in my area, and kind of tweak the rent numbers.

2. Set up a business account at the Bank of Terra. They have large branches on major planets all over the Sphere, and ATMs on thousands of others. Plus... They're offering double interest for a year if I refer a friend! Unfortunately, you need to maintain a balance of 500,000 C-Bills before you start getting hit with fees and penalties...  :-\ Eh... They're ComStar, whaddaya expect...

3. I'd still prefer using sub-contracted Dragoons techs, or Battle Magic for my Clan stuff. Repairing it, swapping out Omni pods, , looking for a new left arm for a salvaged Mad Cat, or to just find an ER PPC. Both the Wolf's Dragoons and Battle Magic at least seem more "Spherey" to me; The Sharks are Clan, are Clan, are Clan... Don't like'em right off the bat...
Title: Re: Mercenary Hall
Post by: Klat on 06 September 2012, 22:44:47
Looking through the MUL recently I noticed that there are a fair number clan units available to mercs in the post jihad\republic era. I also noticed that some units that were available during the jihad are not listed as available to mercs in the republic era. So, are there any units that really stand out to my fellow mercs?

For me the availability of the Mad Cat in many of its configs seems like a very big deal. In addition, the Griffin IIC 3, Shadow Hawk IIC 4, Mad Cat Mk II and Phoenix Hawk IIC 4 all strike me as interesting clan 'Mechs for mercs while the Hachiman looks like it could make life interesting.

Even with the likes of the Thor and Loki off the Republic era merc list I think the above units more than make up for the loss.

While I've long been of the attitude that mercs are better off selling clan tech than using it I may be ready to change my tune in light of this info.
Title: Re: Mercenary Hall
Post by: Colt Ward on 06 September 2012, 23:30:11
Well, part of that is it becomes so widespread after the Jihad.  Its why we see it pop up everywhere during the Dark Ages.

Not saying I am a fan of faction specific distinctions being washed away, but it seems to be happening.
Title: Re: Mercenary Hall
Post by: Ratwedge on 07 September 2012, 01:59:23
The Timber Wolf is nice but its not really a big deal, sure its a Timber Wolf but its also a Clan Omnimech which means it can put dents in your bank account and be harder to fix. That said it wouldn't be to bad if you can visit Arc-Royal and its advanced services. The others are pretty much the same thing with the rest of them. Clan tech is nice but you really want bang for buck and with the way Inner Sphere designs and technology has been progressing Clan tech is the option of the big boys with friends.


It is still just business as usual and that business is emptying your wallet of hard earned c-bills for fancy toys that you really don't need.

Title: Re: Mercenary Hall
Post by: Nav_Alpha on 07 September 2012, 05:26:27
I think someone on the clan boards pointed out that, jut because something appears on the MUL doesn't mean it's prevalent.
It just means they have acess to it in some shape or form.

So the merc market isn't exactly awah in Mad Cats, but there's certainly a few floating out there
Title: Re: Mercenary Hall
Post by: Klat on 07 September 2012, 12:40:39
Awash in clan units? I shudder at the thought... However, the point remains that they are available, and to me this is a big deal. Having a unit listed on the MUL means far less explaining at the table in my experience. I know my Mad Cat S is getting a paint job  >:D
Title: Re: Mercenary Hall
Post by: Rainbow 6 on 07 September 2012, 13:11:16
Looking through the MUL recently I noticed that there are a fair number clan units available to mercs in the post jihad\republic era. I also noticed that some units that were available during the jihad are not listed as available to mercs in the republic era. So, are there any units that really stand out to my fellow mercs?

For me the availability of the Mad Cat in many of its configs seems like a very big deal. In addition, the Griffin IIC 3, Shadow Hawk IIC 4, Mad Cat Mk II and Phoenix Hawk IIC 4 all strike me as interesting clan 'Mechs for mercs while the Hachiman looks like it could make life interesting.

Even with the likes of the Thor and Loki off the Republic era merc list I think the above units more than make up for the loss.

While I've long been of the attitude that mercs are better off selling clan tech than using it I may be ready to change my tune in light of this info.

Am i right in thinking all are built by the Diamond Sharks/Sea Foxes?
Title: Re: Mercenary Hall
Post by: Klat on 07 September 2012, 13:39:23
Am i right in thinking all are built by the Diamond Sharks/Sea Foxes?

Pretty close. While I've every reason to believe most of the IICs are of CDS manufacture I can only theorize that the omnimechs are, for the most part salvage.
Title: Re: Mercenary Hall
Post by: Samhain21 on 07 September 2012, 13:42:55
With the Dragoons pretty much stomped, and Battle Magic gone, it'd be a Great time to get into the Clanstuff repair service...  ;D

Everyone knows, you Never go to the dealer to get a repair done; It's an arm and a leg... And sometimes a Circle of Equals...
Title: Re: Mercenary Hall
Post by: Klat on 07 September 2012, 14:02:08
With the Dragoons pretty much stomped, and Battle Magic gone, it'd be a Great time to get into the Clanstuff repair service...  ;D

Everyone knows, you Never go to the dealer to get a repair done; It's an arm and a leg... And sometimes a Circle of Equals...

Awesome post is awesome.

I can see repair as the real limiting factor for any clan 'Mech in spheroid hands. I have to wonder though if the technical knowledge of how to repair\maintain clanstuff (love that term BTW) has proliferated along with the technology.
Title: Re: Mercenary Hall
Post by: Samhain21 on 07 September 2012, 15:16:04
I've started to use Jamison's Juggernauts assort of a "line unit"... They're a Battalion, so not some small, dinky operation by any means... The CO, the Commander, pilots a stripped down Sagittaire to keep maintenance costs low... And is woe to use the lone, and expensive, Schiltron, in battle...

Even though the difference in technology may be closing, getting parts would be tough... Need a new arm for your Atlas? Place an order for a replacement with Defiance Industries. Need a new arm for your Mad Cat? Try to kill a Clanner (preferably a Falcon... Those guys are annoying), or some other Mechwarrior, for theirs, or hope for a liberal Shark merchant willing to sell you one.

Victory means nothing if you're always in debt trying to keep your Clan mechs running...  :-\
Title: Re: Mercenary Hall
Post by: Klat on 07 September 2012, 17:50:59
On a cheaper note it appears that some of the SLDF royal 'Mechs that went back into production are available to mercs. Seeing the THG-11Eb on the list made me very happy. As most royal 'Mechs are relatively easy on the wallet I can't help but think that these would be rather popular. Anyone have any recommendations?
Title: Re: Mercenary Hall
Post by: Decoy on 07 September 2012, 17:52:01
I'm personally fond of the Royal Ostroc and the Royal Catapult. Both seem to be upgrade kit level than full manufacture.
Title: Re: Mercenary Hall
Post by: Samhain21 on 07 September 2012, 22:30:37
Royal. Sentinel... Gauss. Rifle.  ^-^

Lull people into a false sense of 3L, or 3K security... Then Kablamo...
Title: Re: Mercenary Hall
Post by: Rainbow 6 on 08 September 2012, 07:00:46
I'm personally fond of the Royal Ostroc and the Royal Catapult. Both seem to be upgrade kit level than full manufacture.

I've used the Royal Catapult a few times in games and it's fantastic.
Title: Re: Mercenary Hall
Post by: Lysenko on 08 September 2012, 11:37:52
I can see repair as the real limiting factor for any clan 'Mech in spheroid hands. I have to wonder though if the technical knowledge of how to repair\maintain clanstuff (love that term BTW) has proliferated along with the technology.

I agree there, especially in merc hands (outside of the big 2, maybe 3). Heck, even some of the major states would have problems maintaining Clan omnis. There's mention of one of the "Big Mac" regiments (the 2nd) selling two lances of Omnis off to the Dragoons because they couldn't keep them in repair. (That's ~3063 after they are part of the CCAF).

I can see the FedCom pulling it off to some extent, and maybe the DC. The one IS power than I can see doing it is C*/WoB. all of that salvage from Tukkayid and techs. I've a Level II of clan omnis set aside for my C* Level III to paint up. :)
Title: Re: Mercenary Hall
Post by: Colt Ward on 08 September 2012, 11:52:47
Problem is your thinking in the 3060s mindset for 3080s.  The tech has spread much more across the IS.  The Diamond Sharks/Sea Foxes are wandering the space lanes, so you have mechanics who travel and can fix your stuff.  You will also end up with Clan enclaves in the Republic . . . pockets of knowledge and technical expertise to repair the gear- folks to hire away.  Arc Royal has Clan level repair abilities.  Solaris VII has Clan level repair abilities.  Pretty sure Galatea would since we have merc bands of ex-Clansmen who brought some of their gear with them.  The Raven Alliance would have Clan level repair abilities.

Clan tech has now been around over 30 years.  We have a whole generation who has grown up with its existance and when those techs went to school learned about it.  Or as apprentices to some merc commands, learned from the mistakes of others on how to keep it up.

Not saying I like it being everywhere due to faction flavor, but when we consider that some mechs can be traced back to their SLDF days its not going to be a stretch.

Oh yeah, and I am forgetting the scavengers who pick over Outreach for tech even with the nasty conditions.
Title: Re: Mercenary Hall
Post by: Rainbow 6 on 08 September 2012, 12:15:42
As Colt says the Foxes have (if i'm remembering correctly) 14 enclaves across the inner sphere by 3130 all of which are set up to trade equipment/tech time for the right price.
Title: Re: Mercenary Hall
Post by: Klat on 08 September 2012, 12:48:23
As Colt says the Foxes have (if i'm remembering correctly) 14 enclaves across the inner sphere by 3130 all of which are set up to trade equipment/tech time for the right price.

14?! Wow, that would make trade a much easier proposition. So by the dark age or even republic era it may not be unheard of to see a command with a mix of clan and IS 'Mechs in a similar fashion to how one would see tech level 1 and 2 'Mechs after the clan invasion and beyond. Tech level 2 is the the new level 1 in a sense... and clanstuff(tm) becomes the new level 2... and... I'm just gonna stop right there  :D

TBH I don't know how I feel about some of the clanstuff(tm) proliferation. For now I think I'm going to add a few IICs to my next IWM order as I can count the number of clan 'Mechs I currently own on one hand.
Title: Re: Mercenary Hall
Post by: Colt Ward on 08 September 2012, 13:22:55
Well, we also do not know how many Horse, Bear, Crusader Wolf and Cat enclaves there are across the Republic that could do that sort of work, or create the sort of techs to fix the gear.  Which also means the Republic should be added to the same category the Dracs & Lyrans occupy, folks who can recruit Clan level techs internally.
Title: Re: Mercenary Hall
Post by: Samhain21 on 08 September 2012, 13:27:52
I'm still "stuck" in the 3070's... Jihad fighting the Blakists and whatnot...

But... I ascribe to Wayne Waco's whole "I don't trust them as far as I can kick them with my BattleMaster", anti-Clan ethos... Buncha stinkin invaders, I says...  >:(

Although... Their Clanstuff does make for a Very shnazzy ride for a CO...  ;D
Title: Re: Mercenary Hall
Post by: Dread Moores on 08 September 2012, 14:08:24
14?! Wow, that would make trade a much easier proposition. So by the dark age or even republic era it may not be unheard of to see a command with a mix of clan and IS 'Mechs in a similar fashion to how one would see tech level 1 and 2 'Mechs after the clan invasion and beyond. Tech level 2 is the the new level 1 in a sense... and clanstuff(tm) becomes the new level 2... and... I'm just gonna stop right there  :D

Many of the forces seen in DA novels to date have had just such a mix. What's really interesting is the proliferation of Clan battle armor. 'Mechs and vehicles I would expect. Not so much with BA.
Title: Re: Mercenary Hall
Post by: Rainbow 6 on 08 September 2012, 16:51:44
Many of the forces seen in DA novels to date have had just such a mix. What's really interesting is the proliferation of Clan battle armor. 'Mechs and vehicles I would expect. Not so much with BA.

I guess if the Sharks/Foxes build it they'll sell it, of course i'm betting the cost is steep and for us mercs the bottom line is probably the deciding factor.
Title: Re: Mercenary Hall
Post by: Samhain21 on 08 September 2012, 17:40:35
I always thought finding the 9 foot tall, genetic monster to pilot Clan BA was the problem; Versus maintenance... Raid the local football/rubgy team?
Title: Re: Mercenary Hall
Post by: Dread Moores on 08 September 2012, 18:11:14
It's never been very clear to me if most BA can be modified for size like the Void, or if Elementals are actually required for Clan produced BA.
Title: Re: Mercenary Hall
Post by: Samhain21 on 08 September 2012, 18:23:44
In the Periphery Field Manual a disgruntled Clanner modified some Elemental suits so that the "average user" could manipulate and actually use them, for the New Belt Pirates...

So... It Is possible to let 6 foot tall Jim pilot one, with some modifications...
Title: Re: Mercenary Hall
Post by: Deadborder on 08 September 2012, 18:25:36
Rules-Wise, there's nothing stopping you from adapting Clan Battle Armour to fit a "normal" human operator. As long as they meet the minimum physical requirements fro being able to use a BA in the first place, they'll be fine.
Title: Re: Mercenary Hall
Post by: Rainbow 6 on 09 September 2012, 05:06:55
Well they managed to modify one to fit Kai Allard-Liao so i guess anyone could pilot one.
Title: Re: Mercenary Hall
Post by: truetanker on 12 September 2012, 20:37:27
Yo people! Grab yourselves a Highlander from the scrapyard and now add a Clantech upgrade. Pretty much the same stuff, different weapons and positions tho. You can always get the clanstuff, and the chassis and engine are standard IS tech. Hell that is what I did. Have my tech(s) just outfit the 733 to IIC status.

TT
Title: Re: Mercenary Hall
Post by: Samhain21 on 12 September 2012, 20:39:56
THAT is always fun... Marauder? Not a problem... Marauder with ER PPCs! Problem.  ;D

Addendum: Spring fun surprises on pirates during your cushy garrisson or pirate hunting contracts... Use IS designs with Clanstuff! Fun for the Whole Family!... May cause extremely dead pirates. Not for use by children ages 4 and up.
Title: Re: Mercenary Hall
Post by: Vonshroom on 14 September 2012, 23:44:27
Steiner or Davion
Title: Re: Mercenary Hall
Post by: RedMarauder on 16 September 2012, 10:46:29
So after reading quite a few of the posts on this thread, overall, how likely is it for a smaller, say a force a little bigger than a company of combined arms units, to have clantech towards the end of the 3000s?  In particular something "simple" like a Crossbow Omni?
Title: Re: Mercenary Hall
Post by: Colt Ward on 16 September 2012, 13:16:01
Well, its spread around quite a bit as we move into the Dark Age so . . . I would say it depends on what you want to have?

For instance, the only Clan tech my mercs in mid-3060s has is Elemental BA suits . . . and that was fluff and lots of rolls.  I would LOVE to get a Clan ERLL to replace the PPC on my Battlemaster 1D however, and it is a goal.  I am also wondering about getting some of the old Clan armor from the Sharks/Foxes, something like the Zorya or new like the Joust & SM1/SM1A Tank Destroyers.

Then again, I still use single heat sinked 3025 designs.
Title: Re: Mercenary Hall
Post by: Nav_Alpha on 16 September 2012, 21:40:32
Well, its spread around quite a bit as we move into the Dark Age so . . . I would say it depends on what you want to have?

For instance, the only Clan tech my mercs in mid-3060s has is Elemental BA suits . . . and that was fluff and lots of rolls.  I would LOVE to get a Clan ERLL to replace the PPC on my Battlemaster 1D however, and it is a goal.  I am also wondering about getting some of the old Clan armor from the Sharks/Foxes, something like the Zorya or new like the Joust & SM1/SM1A Tank Destroyers.

Then again, I still use single heat sinked 3025 designs.

It's all about the compromise...
I recently had to balance this while GM'ing a short lived campaign. One of the pcs rolled up a particularly high skilled 'warrior for an XO type and was dead set that he wanted to drive a captured Mad Cat.
Usually I'd be inclined to shoot him down but he worked out a particularly good storyline (captured in Op Bulldog and took the poverty trait and ditched his hereditary lands in Steiner space to purchase it as salvage and repair and maintain it.)

But in order to keep an Clan omni up and running we ruled that the unit had room for little else - so the trade off was one Omni, one 3050 era upgrade and a pair of 3025 era clunkers to ensure the unit was not too munchy and too over the top.

Title: Re: Mercenary Hall
Post by: Klat on 24 September 2012, 23:11:30
The ATOW companion is out and it has what looks to be a great section for mercs that includes hiring halls in 3085. Looks like Galatea is the place to be after the jihad.
Title: Re: Mercenary Hall
Post by: Colt Ward on 25 September 2012, 00:24:37
What other halls exist?  any in the FWL?
Title: Re: Mercenary Hall
Post by: Klat on 25 September 2012, 01:15:32
What other halls exist?  any in the FWL?

Some of these I find rather odd for 3085:
Antallos (Port Krin)
Arc-Royal
Astrokaszy
Fletcher
Galatea
Heroditus
Northwind
Solaris VII
Westerhand
Title: Re: Mercenary Hall
Post by: Colt Ward on 25 September 2012, 01:21:22
Hmm, Astrokaszy got hit and cleaned up by the Rim Commonality IIRC.  Its their territory . . . bit weird to place it there but I imagine you can set up your command post without too much goverment oversight.
Title: Re: Mercenary Hall
Post by: blackjack on 27 September 2012, 09:25:11
Astrokaszy & Heroditus. Great places for the down on your luck merc to find work.   
Title: Re: Mercenary Hall
Post by: Colt Ward on 27 September 2012, 15:39:47
As a merc, from 3070 on . . . if you ran into a merc unit which used some Asura battle armor along with other IS designs, a Celestial Omni and a few Blakist mech variants . . . how would you feel towards that unit on a hiring hall world?  Sharing a garrison mission?  Being part of the same offensive?
Title: Re: Mercenary Hall
Post by: Ratwedge on 27 September 2012, 20:45:59
Quote
how would you feel towards that unit on a hiring hall world?

Smash their brains in a bar fight, no one would convict me.

Quote
  Sharing a garrison mission?

Try to make a few quick bucks selling them out as Blakists or steal their non-Blakist gear.

Quote
Being part of the same offensive?

I wouldn't. I'd refuse, can't trust anyone with that type of gear.


Title: Re: Mercenary Hall
Post by: Requiem_for_a_Moth on 27 September 2012, 23:36:05
As a merc, from 3070 on . . . if you ran into a merc unit which used some Asura battle armor along with other IS designs, a Celestial Omni and a few Blakist mech variants . . . how would you feel towards that unit on a hiring hall world?  Sharing a garrison mission?  Being part of the same offensive?

There was a thread with this sort of question quite awhile ago that went very far downhill very quickly.   :-\

The actual possession of a Celestial is a bit problematic, as I believe it has been stated that the MD would ensure no one was able to salvage them.

However, it's a large universe, so I wouldn't completely rule anything out, and I would certainly enjoy there being a few stray celestials here and there.

I think the reception would depend on how good the unit's PR person is.

My personal expectations would be for said unit to spin it as a case of "we're so good we beat up the MD and then took their stuff," and I would expect several prospective employers (though perhaps not the most reputable ones) to care very much about that sort of quality and have no qualms at all about hiring said unit. Some might even view them as heroes, certainly if there pretty good corroborating evidence that the equipment was taken in a raid or fight.

I can also see others attempting to portray the unit as closet Blakist sympathizers, especially as part the competition for contracts.

So, there would probably be a mix of opinions and approaches (as is generally true about almost everything in life), but I'd expect them to be able to get some initial work, and after enough time if they proved to be talented and reliable, I bet most of the criticisms would die away altogether.
Title: Re: Mercenary Hall
Post by: Deadborder on 28 September 2012, 05:57:32
Let's see...


My first reaction would be to wonder why those guys didn't trade in/redeem those units at one of the innumerable "Scrap Wobbie Machine" programs and buy something that's a little less blatantly evil and unwelcome everywhere you go.

My second reaction would be to wonder who the hell are piloting those Asuras, as the Demon series BA were designed for use by Manei Domeni only. I'd definitely be worried.

My next reaction would be to wonder how much money they're wasting on designs that are production extinct and, as such, have no ready source of spare/replacement parts. Beyond paying through the nose to either scavenge specialty supplies or to have them hand-crafted, there's no way they're keeping those machines in a steady sorce of spares.

My final, final reaction would be to get the hell away from these guys in case any Ghost Bears or Regulans find out about them. Neither are known for being too picky on the difference between "WoB" and "Looks vaguely WoB-like"
Title: Re: Mercenary Hall
Post by: Moonsword on 28 September 2012, 16:55:52
There was a thread with this sort of question quite awhile ago that went very far downhill very quickly.   :-\

Don't worry, we're keeping an eye on things just in case.  If you feel a thread needs moderator scrutiny, please feel free to PM an online moderator or report any posts you find offensive for us to examine.
Title: Re: Mercenary Hall
Post by: Samhain21 on 29 September 2012, 21:25:31
Nothing overtly negative... Heck, just because some merc is piloting a Clan mech doesn't make him some crazy Crusader...

Gotta use the best, biggest, most powerful, shiniest, whatever suits yer fancy, weapon to get the job done...

But... I'd keep Abit of distance... Not so much for what They might do, but what Others would do... I'm all for buddies on the battlefield, but I Don't like collateral damage just in-case someone gets trigger happy, sees "Blakists" and starts firing madly...
Title: Re: Mercenary Hall
Post by: Nav_Alpha on 07 October 2012, 19:12:43
Just to keep this thread going...

So we know Stone and the Republic do not look favorably on mercs. They've pretty much frozen out guns for hire except for one hiring world.
But having a good flick through Total Chaos reveals that Stone was still using a fair amount of mercs right up until the end of the Jihad.
And if you look at units like Gannon's Cannons and the Cumberland Missiliers - he's actually on good terms with some of these units, offering them important missions, decent salvage, etc

So what happens to units like this (mercs, but on good terms with Stone and the RAF)? The Highlanders get incorporated into the RAF and elements from units like the Medusans and the Star Seeds seem to sign on with the new RAF.

But what about the Cannons and other smaller units?

Say you're a company who signed on with Stone mid-way through the Jihad, wanting to hurt the Robes bad. Come 3079 or so you've seen action throughout the Jihad (scouting out Blakist troops on Chara, defending Marcus against raids and even taking part in limited action on Terra) and wind up around a demi-company at the end.

What next? Do you just get rolled into a RAF unit? Shown the door politely but firmly? Maybe offered a land grant on a newly Republic world in exchange for surrendering your mechs?

Thoughts?
Title: Re: Mercenary Hall
Post by: Colt Ward on 07 October 2012, 20:03:21
Probability . . .

1)  Land for Weapons-  You have already been a merc once, so the trust factor is not as high as for House troops.  If they can disarm you while arming the new Republican units its a win-win.

2)  Enlist now!-  If you will not turn over your weapons . . . well, we do need some seasoned troops to fill out the new Republic regulars units . . . just do not expect to remain together your unit will be too 'valuable' as cadre for the formations spread across the Republic.

3)  Leave . . . leave now-  Here's your pink slip and the last transport offworld for a month is leaving in ten minutes.  Per your contract and Republic laws, no merc unit with weapons may stay on a world longer than two weeks- pack all your weapons and go.  Oh, the DS does not have enough space for your spare parts and ammo?  Too bad, but you need to leave, now.
Title: Re: Mercenary Hall
Post by: Nav_Alpha on 07 October 2012, 20:16:03
Probability . . .

1)  Land for Weapons-  You have already been a merc once, so the trust factor is not as high as for House troops.  If they can disarm you while arming the new Republican units its a win-win.

2)  Enlist now!-  If you will not turn over your weapons . . . well, we do need some seasoned troops to fill out the new Republic regulars units . . . just do not expect to remain together your unit will be too 'valuable' as cadre for the formations spread across the Republic.

3)  Leave . . . leave now-  Here's your pink slip and the last transport offworld for a month is leaving in ten minutes.  Per your contract and Republic laws, no merc unit with weapons may stay on a world longer than two weeks- pack all your weapons and go.  Oh, the DS does not have enough space for your spare parts and ammo?  Too bad, but you need to leave, now.

There was a reference in FM: 3085 to some mercs being turned into the first "Errant Forces"  - lance size trouble shooting units that operate as floating units.


Could you see some units being integrated into Standing Guard/militia formations? Told - "you're not keeping that Atlas but if you'd like to stay around to help you will probably get the chance to pilot it still".?
Title: Re: Mercenary Hall
Post by: Colt Ward on 07 October 2012, 21:42:22
Its what I was implying with #2, a chance to join the military but expect to be split up from your merc command and perhaps having what was your personal gear reassigned since part of it would be signing it over to the state.
Title: Re: Mercenary Hall
Post by: Rainbow 6 on 09 December 2012, 05:33:44
Thought i'd give this thread a bump, couple of questions for you.

1 - Do we think that mercenary units in 3145 will be heading back to the sizes seen in the 2025-3067 timeframe?

2 - Will there still be mercenary units around in 3250? and what size will they be?
Title: Re: Mercenary Hall
Post by: Wolflord on 09 December 2012, 05:42:21
Thought i'd give this thread a bump, couple of questions for you.

1 - Do we think that mercenary units in 3145 will be heading back to the sizes seen in the 2025-3067 timeframe?

2 - Will there still be mercenary units around in 3250? and what size will they be?

1) no I think they will mostly be smaller in scale with the smaller house/clan militaries at least in terms of numbers of mechs
2) yes it is the most convenient way to have characters in canon and in RPG games that can move large distances around the sphere without radically changing the way jumpships operate
Title: Re: Mercenary Hall
Post by: Deadborder on 09 December 2012, 07:22:04
Mercenary units had increased in size during the 3130s as more old 'Mechs were restored to active service, as well as increased production of older machines and more new designs. That being said, I don't see anything reaching the size of the commands of the 3020s-3060s. The multi-regiment Merc unit is dead, and I don't see it coming back.

While I think it's far too early to make a call on Mercs in 3250, I'm going to bet that they still exist and that there will be familar names in among them
Title: Re: Mercenary Hall
Post by: Rainbow 6 on 09 December 2012, 08:45:02
I like the idea of the largest merc unit being the size of a mech regiment plus attachments (and they should be the exception), i've always felt that mech lances/companies/battalions plus support should be the norm.

I hope that the old favorites are around in 3250.
Title: Re: Mercenary Hall
Post by: Colt Ward on 09 December 2012, 10:54:24
Well, I think the multi-regiments could exist in 3140s . . . except they will likely not have more than a regiment of mechs.  The 'multi' part will come from armor, VTOLs, BA, aero, CF and infantry adding to the numbers.
Title: Re: Mercenary Hall
Post by: Nav_Alpha on 09 December 2012, 16:49:43
Well, I think the multi-regiments could exist in 3140s . . . except they will likely not have more than a regiment of mechs.  The 'multi' part will come from armor, VTOLs, BA, aero, CF and infantry adding to the numbers.

Seconded - I think we're going to see a lot more conventional merc forces.

So... can anyone help me creating a end of/post-Jihad through to 3085 era merc unit? I'm thinking of creating a merc unit that has managed to survive the turmoil that is the Jihad and came out the other side - into a very different merc market.
I'm thinking a group that maybe worked with Stone towards the end but flatly turned him down cold when he requested that join the RAF... or maybe someone who worked the Liao side, fending off the Blakists and then getting caught up in the quagmire that was the old Liao areas now run by Stone (think raiding, counter-raiding and such on Hsein, etc)
Or maybe some corporate warriors who spent their time fending off the advances of local governments who want to forcibly nationalize their company.


Any thoughts on what it'd look like? My thoughts are: small-ish (probably no more than lance of mechs), plenty of armor and infantry support (maybe a quick strike company of hovertanks to back the mechs, light infantry company with a squad or two of BA), etc.

What does everyone think? How would a post-Jihad/early Republic merc outfit look and who would they be working for?
Title: Re: Mercenary Hall
Post by: Rainbow 6 on 09 December 2012, 16:52:31
Sounds about right, i'm thinking the unit size should be about what can be carried in a Union class Dropship.
Title: Re: Mercenary Hall
Post by: truetanker on 09 December 2012, 17:24:42
Why just a Union? Why not a Dictator Command variant?

How about these?

Xanthos-50 or Trebaruna-XL
Emperor-7L
2x Archer-7L

TT
Title: Re: Mercenary Hall
Post by: Wolflord on 09 December 2012, 17:32:47
How about using the Fibonacci numbers to distribute the sizes of merc units

1 mech regiment with support units and transport
1 {each step you go down}
2 {the units become more numerous}
3 {but they become a level smaller}
5 {or loose support units and/or transport}
8
13

Support units = tanks, fighters, infantry formations of the next level down
Transport = dropships & jumpships

I think something along the lines of the Comstar Division could be the model for the biggest mercenary units. Big enough to smack someone hard but flexible enough to task org for several small jobs or a big job with multiple target sites.

For smaller merc units a combined arms battalion or a couple of mixed Trinaries would be a good size with about half mechs and the rest fighters vehicles and infantry.

I've never been entirely sold on deploying mechs in less than company strength because of the small personnel numbers. Although it's bound to happen for story/fluff reasons.

Two companies, one of mechs and one of support is the smallest I see being a credible force but see the sentence above re fluff/story requirements.
Title: Re: Mercenary Hall
Post by: Nav_Alpha on 09 December 2012, 17:40:29
How about using the Fibonacci numbers to distribute the sizes of merc units

1 mech regiment with support units and transport
1 {each step you go down}
2 {the units become more numerous}
3 {but they become a level smaller}
5 {or loose support units and/or transport}
8
13

Support units = tanks, fighters, infantry formations of the next level down
Transport = dropships & jumpships

I think something along the lines of the Comstar Division could be the model for the biggest mercenary units. Big enough to smack someone hard but flexible enough to task org for several small jobs or a big job with multiple target sites.

For smaller merc units a combined arms battalion or a couple of mixed Trinaries would be a good size with about half mechs and the rest fighters vehicles and infantry.

I've never been entirely sold on deploying mechs in less than company strength because of the small personnel numbers. Although it's bound to happen for story/fluff reasons.

Two companies, one of mechs and one of support is the smallest I see being a credible force but see the sentence above re fluff/story requirements.

I could also see such a unit giving you the flexiability to deploy across multiple worlds and possibly even multiple contracts: ie: one battalion on planet X for garrison work while the 2nd, along with some heavy infantry support raids from planet Y. The remainder are dispatched to Moon Z for refit but also to act as a garrison force.

Why just a Union? Why not a Dictator Command variant?

How about these?

Xanthos-50 or Trebaruna-XL
Emperor-7L
2x Archer-7L

TT

Not a bad looking unit - very Cappie!

How would you support it? Infantry company with VTOL support/carriers and a double lance of tanks?
Title: Re: Mercenary Hall
Post by: Deadborder on 09 December 2012, 17:50:55
Pretty much. Looking at FM85 and Total Chaos, the merc units of the post-Jihad are, by design or by the expedient of survival, generally small and mixed-forces in nature. I agree with your assessment there; Lance of 'mechs, some supporting armour and BA. The latter are about the biggest growth area of Mercs in the post-Jihad era.

As to how they got there... well that's the fun part. The Jihad has a lot of options for Merc pasts, some more savory then others

Title: Re: Mercenary Hall
Post by: truetanker on 09 December 2012, 18:16:55
Ok... if I was running this:

Po II Arrow and a Po II standard + 2 Galleon Maxwell ( 4 ton infantry bay ) + BA support
2x Tufana iNarc + 2x Regulator Arrow + BA support

Am I evil?  >:D

TT
Title: Re: Mercenary Hall
Post by: Nav_Alpha on 09 December 2012, 18:25:05
Ok... if I was running this:

Po II Arrow and a Po II standard + 2 Galleon Maxwell ( 4 ton infantry bay ) + BA support
2x Tufana iNarc + 2x Regulator Arrow + BA support

Am I evil?  >:D

TT

Seeing as we're keeping it rather Cappie in flavour, I quickly rolled up this urban ops lance. It's supposed to be a solid city brawler lance but with a fair amount of long ranged ability. I'm figuring on Cappie regulars or Home Guard types who decided to go independent but have continued to work for their old home state - if you'll remember FM: 3085 says the Cappies are only really hiring mercs that originated in their space.

TDR-9M Thunderbolt
VTR-10L Victor
TSG-9H  Ti Ts'ang
HBK-4G Hunchback

Note - it's a real hodge pode (one 3025 era mech, two upgrades and a brand new Liao design - but that's the joy of being a merc)
Title: Re: Mercenary Hall
Post by: Rainbow 6 on 10 December 2012, 17:40:49
Why just a Union? Why not a Dictator Command variant?

TT

I'm assuming as the Union is the most common DShip in the inner sphere there's more chance of merc's having access to one.
Title: Re: Mercenary Hall
Post by: Nav_Alpha on 10 December 2012, 19:14:58
I'm assuming as the Union is the most common DShip in the inner sphere there's more chance of merc's having access to one.

The Dictator is a great ship - but pretty much extinct. By the late Jihad the MoC had chanced across a supply of them but i doubt they'd be giving them out to mercs - even their best employees.
Title: Re: Mercenary Hall
Post by: Nav_Alpha on 13 December 2012, 06:42:34
I carried on the "end of jihad/3085" idea for Mercs by creating a merc unit to fit thr era:
http://bg.battletech.com/forums/index.php/topic,25241.0.html

What's everyone's thoughts?
Title: Re: Mercenary Hall
Post by: Rainbow 6 on 13 December 2012, 14:39:05
Very nice unit, looks about right size wise for how I imagine the majority of merc units post jihad.
Title: Re: Mercenary Hall
Post by: Nav_Alpha on 13 December 2012, 18:44:40
Very nice unit, looks about right size wise for how I imagine the majority of merc units post jihad.

Cheers very much! They're shaping up to be a fun unit. I've just run them through some arena battles on Westerhand around 3079. Next it's off to Hsein as part of the whole quagmire that area along the CC/Republic border.
And then maybe into the shattered League?
Title: Re: Mercenary Hall
Post by: Rainbow 6 on 14 December 2012, 14:42:48
Just remember that once you've worked for one FWL successor you'll be blacklisted by the others and the Oriente Protectorate and Duchy of Andurien are unlikely to employ a unit with ties to the CapCon.
Title: Re: Mercenary Hall
Post by: Colt Ward on 14 December 2012, 15:10:51
See, people keep saying that so I want to know where it comes from.  Because if it is written out that way in canon, then its inconsistent with how political figures use/view mercs since the inception of the game.
Title: Re: Mercenary Hall
Post by: Moonsword on 14 December 2012, 17:30:52
FM3085, page 154.  That's not limited to just the CapCon or just Oriente or Andurien, either.
Title: Re: Mercenary Hall
Post by: Nav_Alpha on 14 December 2012, 18:24:40
See, people keep saying that so I want to know where it comes from.  Because if it is written out that way in canon, then its inconsistent with how political figures use/view mercs since the inception of the game.

The former League states really can't afford to be that picky, really - so it doesn't add up, no.
You're a tiny state with a shattered military, surrounded by other states that hate you - you should be happy to accept any hired help - even ex-Blakists (ok, not the Regulans) or other scum, bottom of the barrel types.

It's odd that the League states have been written this way.
Title: Re: Mercenary Hall
Post by: Colt Ward on 14 December 2012, 20:35:41
Especially since, as stated, it goes counter to everything previously written involving politics&mercs.  Throw on that the MSC sells some gear to the Regulans, the Anduriens sell to anyone, the Regulans sell to the Cappies . . . if you would not hire mercs that worked for them, why would you buy equipment?  Now, I am not going to suggest you go from garrison contract for Oriente to immediately getting hired for a Regulan assault contract . . . but if you had a few years between them it should be fine.  Or if mercs went from one nominal ally to another, say Andurien to Regulus . . . but not Andurien to Rim.
Title: Re: Mercenary Hall
Post by: Nav_Alpha on 14 December 2012, 21:54:47
Especially since, as stated, it goes counter to everything previously written involving politics&mercs.  Throw on that the MSC sells some gear to the Regulans, the Anduriens sell to anyone, the Regulans sell to the Cappies . . . if you would not hire mercs that worked for them, why would you buy equipment?  Now, I am not going to suggest you go from garrison contract for Oriente to immediately getting hired for a Regulan assault contract . . . but if you had a few years between them it should be fine.  Or if mercs went from one nominal ally to another, say Andurien to Regulus . . . but not Andurien to Rim.

I think you're right - if you've just spent the past year working for Liao, carrying out almost monthly raids against Andurien worlds... chances are very high your next contract offer is not coming from the Anduriens. BUT if you had just been a garrision force with one of the other splinter states, never coming into direct conflict, etc I'm sure you'd be fine.
I guess it all depends what you've been doing previously.
Title: Re: Mercenary Hall
Post by: Nav_Alpha on 15 December 2012, 00:45:06
On another note- just flicking through FM: 3085. Looks like Crater Cobras might just about be the largest merc outfit in the era. They've got a posted strength of 2 regiments.

Not bad for a bunch who were down on their luck pretty badly in 3057.
Title: Re: Mercenary Hall
Post by: Archangel on 15 December 2012, 01:26:47
On another note- just flicking through FM: 3085. Looks like Crater Cobras might just about be the largest merc outfit in the era. They've got a posted strength of 2 regiments.

Not bad for a bunch who were down on their luck pretty badly in 3057.

Second largest per FM3085.  Illician Lancers came out with 3 regiments relatively intact.
Title: Re: Mercenary Hall
Post by: Deadborder on 15 December 2012, 04:52:47
Of course, the Illican Lancers are also in essence bankrolled by the Cappellan March and are more an independant AFFS unit then true Mercs. I also can see the size of surviving units dwindling even further with the wind-down in the next few decades
Title: Re: Mercenary Hall
Post by: Colt Ward on 15 December 2012, 11:11:24
Problem is . . . are they the largest unit, or the largest MECH unit?
Title: Re: Mercenary Hall
Post by: Kit deSummersville on 15 December 2012, 11:15:57
And there are those pesky Northwind Highlanders....
Title: Re: Mercenary Hall
Post by: Øystein on 15 December 2012, 11:27:40
And there are those pesky Northwind Highlanders....

Who by 3085 consists of what, 2 battalions, and aren't mercenaries any more.

Øystein
Title: Re: Mercenary Hall
Post by: Kit deSummersville on 15 December 2012, 14:38:33
Who by 3085 consists of what, 2 battalions, and aren't mercenaries any more.

Øystein

Well, if you don't include the units that are off-planet with the Blakists.  ;)
Title: Re: Mercenary Hall
Post by: Rainbow 6 on 22 December 2012, 09:53:30
During the 3085-3132 time period what contract types will be available to what size units across the inner sphere/periphery?
Title: Re: Mercenary Hall
Post by: Archangel on 22 December 2012, 10:55:17
All contract types will be available to all different sizes of units.  There are conflicts along practically every border.
Title: Re: Mercenary Hall
Post by: Colt Ward on 22 December 2012, 12:31:09
Former FWL might be the place with the most types and offers, its the new Chaos March.  I am not sure they will be the best paying offers or the offers with the most options to acquiring equipment- that is why they are hiring you after all.

The Steiners will be hiring along the Clan border.  Nothing new or changed there . . . except more worlds become like Blair Atholl.

The Dracs will be hiring for their Clan borders as well . . . with a particular interest in Aero units I imagine.  They will be having a second DC-GB war which has Raven participation IIRC, so lots of chances to die.  Not sure about how peaceful the FS/DC border would be peaceful either.

You can always take sides in the Taurian squabble as fodder.
Title: Re: Mercenary Hall
Post by: Nav_Alpha on 23 December 2012, 05:03:53
Former FWL might be the place with the most types and offers, its the new Chaos March.  I am not sure they will be the best paying offers or the offers with the most options to acquiring equipment- that is why they are hiring you after all.

The Steiners will be hiring along the Clan border.  Nothing new or changed there . . . except more worlds become like Blair Atholl.

The Dracs will be hiring for their Clan borders as well . . . with a particular interest in Aero units I imagine.  They will be having a second DC-GB war which has Raven participation IIRC, so lots of chances to die.  Not sure about how peaceful the FS/DC border would be peaceful either.

You can always take sides in the Taurian squabble as fodder.

It really is the new chaos march. Im thinking of sending my Mercs into the shattered league after their current adventures fighting for Liao against the newly minted Republic.

Any thoughts on who the best employer might be? And what kinda contracts will they be offering?
Orient will probably have some nice garrision and raids against the Republic in 3079-80.
Aundrian are probably all anti-Liao actions, right?
Are the Regs even taking on Mercs? Didn't they piss most of the market off after turning against their own hirlings on Gibson?
Title: Re: Mercenary Hall
Post by: Colt Ward on 23 December 2012, 10:31:08
The Anduriens, after the Jihad, were kicked out of controlling the Rim Commonality.  The Rim started off militarily with fragments of League regulars and a merc unit- none of the elite units IIRC.  They have also been fighting off Marian raids and conquered Astrokrasy at some point.
Title: Re: Mercenary Hall
Post by: Archangel on 23 December 2012, 11:25:16
Any thoughts on who the best employer might be? And what kinda contracts will they be offering?
Orient will probably have some nice garrision and raids against the Republic in 3079-80.
Aundrian are probably all anti-Liao actions, right?
Are the Regs even taking on Mercs? Didn't they piss most of the market off after turning against their own hirlings on Gibson?

There are complications when taking a contract or contracts in the Former Free Worlds League.  Rampant distrust means that many states won't hire somebody who worked for an enemy state be they another former Free Worlds League member or a neighboring nation.

The following is a listing of the largest states in the Former Free Worlds League, most likely opposition for contracts and types of contracts offered depending upon the states' military posture.  It should be fairly accurate for campaigns/scenarios stretching from post-Terra to mid-3080s.  Note:  Blakist refers to any Blakist forces still offering organized resistance (primarily those operating out of Gibson and the Circinus Federation), while Blakist refugees refers to any surviving Blakist forces and Blakist allies that are hiding, fleeing, etc.

Duchy of Andurien
Likely Opposition - Blakist refugees, Principality of Regulus, Capellan Confederation, Grand Duchy of Oriente and pirates
Contracts offered - Primarily defensive but occasional raids may be offered

Marik-Stewart Commonwealth
Likely Opposition - Blakist refugees, Principality of Regulus, Republic of the Sphere (mostly low intensity, exception Operation Dawn) and pirates
Contracts offered - Both defensive and offensive

Grand Duchy of Oriente
Likely Opposition - Blakist refugees, Principality of Regulus, Republic of the Sphere (limited to Operation Golden Dawn), Capellan Confederation, Duchy of Andurien and pirates
Contracts offered - Primarily defensive, but occasional offensive against Regulans and later Anduriens

Principality of Regulus
Likely Opposition - Blakists and Blakist refugees, Marik-Stewart Commonwealth, Grand Duchy of Oriente, Duchy of Andurien and pirates
Contracts offered - Both defensive and offensive
NOTE:  Regulan military may order contracted units to commit questionable, if not outright illegal, acts that may make a unit unemployable outside the Principality.  With the Regulan's rampant paranoia, failure to obey orders, however extreme, or any sign of disloyalty may result in extreme reaction by the Regulans.

Rim Commonality
Likely Opposition - Marian Hegemony and pirates
Contracts offered - Primarily defensive, limited offensive contracts (primarily anti-pirate) may be offered

Duchy of Tamarind-Abbey
Likely Opposition - Blakist refugees, Lyran Commonwealth and pirates
Contracts offered - Primarily defensive but occasional raids against Lyrans and anti-pirate contracts may be offered
Title: Re: Mercenary Hall
Post by: Kit deSummersville on 23 December 2012, 12:30:19

Aundrian are probably all anti-Liao actions, right?


No, they are in an alliance with the Confederation, primarily via the Magistracy.
Title: Re: Mercenary Hall
Post by: Archangel on 23 December 2012, 21:03:19
No, they are in an alliance with the Confederation, primarily via the Magistracy.

An "alliance"? ...Right.  ;)

The trade pact (and possible non-aggression pact) didn't even last as long as the short-lived Trinity Alliance with Capellan troops striking the Duchy as early as 3083.
Title: Re: Mercenary Hall
Post by: Colt Ward on 24 December 2012, 07:24:08
I do think he is referring to the 3130s when the Magistrix marries Ari Humphries.
Title: Re: Mercenary Hall
Post by: Rainbow 6 on 24 December 2012, 17:42:29
Merry christmas my fellow mercenaries.
Title: Re: Mercenary Hall
Post by: Hawkeye Jim on 24 December 2012, 22:00:35
In the former FWL. it sounds like everyone is fighting everybody. That sounds like music to mercenaries.....the clanging of coins music.....
Title: Re: Mercenary Hall
Post by: snakespinner on 24 December 2012, 23:15:11
The FWL, where cash registers ring loudly for mercs. >:D
Title: Re: Mercenary Hall
Post by: Nav_Alpha on 25 December 2012, 05:50:42
"remember, kid... You get to keep all the money..."
Title: Re: Mercenary Hall
Post by: Top Sergeant on 25 December 2012, 10:34:23
"remember, kid... You get to keep all the money..."

I like a line a little earlier than that one:

"There's still room in hell for your sorry carcass!"
Title: Re: Mercenary Hall
Post by: Colt Ward on 04 January 2013, 17:13:15
As a mercenary commander, would you take Clanners as soldiers?  And what difference does it make if you captured them as bondsmen vs hiring them on Galatea/Solaris/Outreach/Arc Royal?

By era

3055-  Revival is stopped, border raiding has been going on for a while

3060-  Warden Wolves are on Arc Royal, released some warriors.  Border raiding has still been going on, Falcons went to Coventry, and Clanners start showing up on Solaris IIRC, Vipers kicked out of the IS

3065-  Smoke Jaguars are dead, Nova Cats are in the SLDF, Falcons have made a second Incursion,  FCCW has been going on which might sour Bulldog/Serpent bondsmen, Sharks are playing arms dealer and the Ravens are poking around the OA

3070- Jihad

3085-  Clan militaries are being Stoned into shrinking, some units joined the Republic to settle in
Title: Re: Mercenary Hall
Post by: Marwynn on 04 January 2013, 18:11:37
The Successor State formally known as the FWL sounds like a great place to work... until you get there. It's no Chaos March where each petty world leader would hire anyone. Remeber, there's no fight like a family fight and the FWL is an old family.

The nation states don't trust each other. And working for one will get you blacklisted with their rivals. These are petty powers, emphasis on the petty. Add in a dose of paranoia and you're gonna be working for small planets who wish they can afford better.

In the post-Jihad era I'd work for the CapCon or the Lyrans.
Title: Re: Mercenary Hall
Post by: Nav_Alpha on 04 January 2013, 21:27:53
As a mercenary commander, would you take Clanners as soldiers?  And what difference does it make if you captured them as bondsmen vs hiring them on Galatea/Solaris/Outreach/Arc Royal?

By era

3055-  Revival is stopped, border raiding has been going on for a while

3060-  Warden Wolves are on Arc Royal, released some warriors.  Border raiding has still been going on, Falcons went to Coventry, and Clanners start showing up on Solaris IIRC, Vipers kicked out of the IS

3065-  Smoke Jaguars are dead, Nova Cats are in the SLDF, Falcons have made a second Incursion,  FCCW has been going on which might sour Bulldog/Serpent bondsmen, Sharks are playing arms dealer and the Ravens are poking around the OA

3070- Jihad

3085-  Clan militaries are being Stoned into shrinking, some units joined the Republic to settle in

In character, it's an interesting question. You're not just hiring a bloke who's army was shooting at you two months ago, you're also hiring something that has been spat out of a vat with 100 other pseudo clones who constantly tell you you can't use a contraction and will willingly fight you for the right to a seat...

3055 - no way. The prejudices are there and running high still. Even Larry Acuff who has spent time with clanners after his POW camp was liberated was taken aback by Kai's attempts to meet up with Taman Malthus, etc in 3056 in Assumption of Risk.

3060 - Maybe. And you're more likely to have taken one as a bondsman - not many ex-clanners would be on the merc market yet. Also, depends on the unit. If you've just been chewed on and spat out on Coventry, chances are you're not a big clan friend.

3065 - yep. But its still not for everyone.You might have adopted or hired some rogue smoke jags (hell, there's even one who dueled on Solaris by this point!) and you've seen the Nova Cats and WiE in action in friendly actions.
I could see operation Serpernt and Bulldog vets either more than willing to accept clanners because they've had more contact OR very prejudiced towards them "I didn't get blown out of Avatar and spend months in a prison camp hell hole on Port Arthur to have him as my lance CO!"

3070- take what allies you can get! And there's plenty of cases involving Coalition troops pairing with wolves, falcons, cats and ghost bears.
You're going to serve along side them if you're fighting the word so it's inevitable that you'd be ok with accepting them.
I can also imagine some freeborn children born as a result of these pairings.
"well he's all very high born and crazy but after he saved me and my lance on Terra we just kinda shacked up..."

Title: Re: Mercenary Hall
Post by: Rainbow 6 on 05 January 2013, 08:35:32
In the 3085+ time frame i can see the following contracts being available:-

FedSuns - Raiding against the Combine, garrison duty on the Raven & Taurian borders.
Combine - Raiding against the FedSuns, Ravens and RasDom.
LyrCom - Raiding against the Falcons, garrison along the former FWL.
FFWL - Raids against each other & garrison against all comers but as others have said work for 1 and the others might not touch you.
CapCon - Raiding against the Republic, garrison on the FFWL border.
Periphery - The Taurians should be looking for all kinds of support but probably can't pay. The Canopians will be looking to offer similar to the CapCon and the Marians will be looking to prey on the FFWL.
Title: Re: Mercenary Hall
Post by: Ian Sharpe on 05 January 2013, 12:30:22
As a mercenary commander, would you take Clanners as soldiers?  And what difference does it make if you captured them as bondsmen vs hiring them on Galatea/Solaris/Outreach/Arc Royal?

It would honestly depend on a few things.  First off, they would need to realize that their glory days are over, and they need to ring back that expensive mech, not wreck it trying to take out three heavier mechs.  I'd be more likely to keep on a captured Clansman if I had hired one who had a good track record.  Someone to point to as proof that yeah, its not Clan Whatever Animal anymore, but you can still fight.  I would hopefully be able to make them prove that by a few non-shooting combat assignments, like getting the Raven or Ostscout or something, where there primary task is support, not taking on mechs.

Actual Clan matters a bit less than I thought it might; the fiction has shown enough Clansmen from enough different Clans who are more willing to survive than die gloriously that Wolf, Falcon, Jag, whatever, a lot will probably jump at the chance to be a merc rather than a nobody on a potentially hostile planet.
Title: Re: Mercenary Hall
Post by: Deadborder on 05 January 2013, 18:17:08
From FM85, I got the impression that the Taurians were the new "You go there because you have no other choice" destination. Poor, broke, desperate, on the run and hated everywhere else? They'll take you. Sure, the local currency isn't worth the paper it's printed on, you will never get any supplies at all and if the Roughriders turn up your careers (and lives) end as someone else's jaunty hat, but at the very least, it's still work and better then the other options.

Of course, given their current status as both a pariah state and the last of the Word allies, I have to wonder how many former WoB units or members thereof ended up in Taurian space
Title: Re: Mercenary Hall
Post by: Rainbow 6 on 06 January 2013, 05:29:00
Well the Black Cobra's exist in the 3130's so it wouldn't surprise me to find out they were serving the TDF during the intervening years.
Title: Re: Mercenary Hall
Post by: Colt Ward on 06 January 2013, 13:40:31
As an example of some Clanners I am using starting in 3063-

Star Commander Gregori Horn (3)
   A Diamond Shark Elemental who tried his hand at being a merchant in the Clan homeworlds, recalled to duty after the Tukayyid disaster for his Clan.  Gregori tested back to a position of commanding a Star with little difficulty, serving several years before being sent back to the merchant caste.  However with his time among the freeborns of the Inner Sphere, he became dissatisfied being returned to the merchant caste.  Inner Sphere warriors served for decades, how long could a superior Clan warrior serve?  With that motivation, he left a Diamond Shark merchant
mission to Arc Royal in 3058.  He served first with the Blue Star Irregulars, where he met the former Wolf warrior Julia Winston.  (See remaining entry in Winston's file for career details.)  It is unknown if Gregori is actually a possessor of the Horn Bloodname or he has usurped that Clan honor.  Gregori maintains his Elemental battle armor in top condition, though there are rumors he has modified the modular weapons mount to accept a variety of weapons.  Gregori has also been known in the past to use his contacts with the Diamond Sharks to acquire special equipment.  Gregori is an expert in Battlearmor training and tactics, a boon to any command.

Star Commander Julia Winston (2/4)
   A former freebirth Star Commander with the Wolf Clan, she accepted Khan Kell's release from Wolf service after the Clan split in 3057.  Winston left Arc Royal with the Blue Star Irregulars, not chosing to return the the Federated Commonwealth service.  Winston used her back wages and successful contract pay to buy into a forming merc command.  The command failed on the first contract, with only two other members besides Winston and Horn surviving the mission.  Winston took the mech she had in the failed command, an Orion (On1-K), traded several favors with Wolf Clan in Exile contacts to improve her mech before leaving Arc Royal for Galatea.  The duo signed up for several missions with a second rate mercenary unit to further establish themselves before moving on to Outreach.  On Outreach they joined Smithson's Chinese Bandits, staying with them for an extended contract of three years before returning to Outreach.  Both former Clan trained warriors were hired by the 91st Argyllshire Highlanders, paying a heavy bonus for them to sign a contract.
Title: Re: Mercenary Hall
Post by: Nav_Alpha on 06 January 2013, 18:11:52
From FM85, I got the impression that the Taurians were the new "You go there because you have no other choice" destination. Poor, broke, desperate, on the run and hated everywhere else? They'll take you. Sure, the local currency isn't worth the paper it's printed on, you will never get any supplies at all and if the Roughriders turn up your careers (and lives) end as someone else's jaunty hat, but at the very least, it's still work and better then the other options.


You sure you've not signed on as a Public Relations officer for the Calderon Protectorate's military....?

@Colt Ward

I like the look of both of your ex-Clanners. The trap that so, so many players fall into is the munchkin route. They have lances of hell hot, super clan characters fighting for them.
But you've got to wonder - if clanners have been captured by inner sphere forces or have done something to warrant their exile from the clans, they can't be all that good.

But your pair strike the balance and read like well thought out character concepts.
Title: Re: Mercenary Hall
Post by: Deadborder on 06 January 2013, 19:16:59
You sure you've not signed on as a Public Relations officer for the Calderon Protectorate's military....?


I don't even like the CP >.>

But yeah, between them, FM85, FR:Periphery and Objectives:Periphery don't paint a very flattering picture of the state of the TDF or their treatment of Mercs. Of course, the Jihad has also given us a lot of Mercs who aren't open to too many options...
Title: Re: Mercenary Hall
Post by: Nav_Alpha on 06 January 2013, 21:00:28
I don't even like the CP >.>

But yeah, between them, FM85, FR:Periphery and Objectives:Periphery don't paint a very flattering picture of the state of the TDF or their treatment of Mercs. Of course, the Jihad has also given us a lot of Mercs who aren't open to too many options...

I'm amazed the civil war between the TC and CP is still going in 3085 (and seems to continue well into the Republic era based on Touring the Stars).
It would be an interesting spot for a merc campaign - almost constant raids and counter raids between the two bitter rivals
Title: Re: Mercenary Hall
Post by: Colt Ward on 06 January 2013, 21:32:11
Nav_Alpha, thanks for the comments on the two characters.  I might need to touch up Julia Winston's profile.  As I read back over it, I forgot it did not explicitly say she was a IS bondsmen who became a Wolf warrior.  Now that I got something in from Christmas I am about to set up my 91st Argyllshire Highlander MercNet Brief which will have unit history, personalities, equipment and more.
Title: Re: Mercenary Hall
Post by: Archangel on 06 January 2013, 23:20:17
Star Commander Julia Winston (2/4)
   A former freebirth Star Commander with the Wolf Clan, she accepted Khan Kell's release from Wolf service after the Clan split in 3057.  Winston left Arc Royal with the Blue Star Irregulars, not chosing to return the the Federated Commonwealth service.

Sounds more like she is a IS warrior (than a Clan warrior) who was captured by Clan Wolf, became a Clan warrior and then released by Khan Kell.  IMO most people in the Inner Sphere wouldn't view her as a Clanner.
Title: Re: Mercenary Hall
Post by: Colt Ward on 06 January 2013, 23:39:25
Yes, but they were examples of two types of Clan characters I had on hand.  Honestly, a Clan tech might be more interesting . . . and more valuable to a merc command.  I mean, would a Clan tech get the same step over IS techs their mechwarriors get?
Title: Re: Mercenary Hall
Post by: Nav_Alpha on 07 January 2013, 00:42:12
Sounds more like she is a IS warrior (than a Clan warrior) who was captured by Clan Wolf, became a Clan warrior and then released by Khan Kell.  IMO most people in the Inner Sphere wouldn't view her as a Clanner.

But i imagine a lot of people would be happy to hang the tag "traitor" or "turncoat" on her.
In fact, that'd be my guess on why she decided she didn't want to return to FedCom service. I can't imagine she'd get a particularly happy reception from a lot of her former comrades in arms. Even if she did serve with a "friendly" clan a lot of people would still consider her a traitor who went over.

Look at how Phelan was seen by many FedRats and even his ex-Kell Hound comrades when he first turned up in Wolf leather

(and yes, I know the perception of Clanners changes dramatically later on, but still - a lot of people are going to hold anti-Clan prejudices)
Title: Re: Mercenary Hall
Post by: Archangel on 07 January 2013, 01:02:14
Yes, but they were examples of two types of Clan characters I had on hand.  Honestly, a Clan tech might be more interesting . . . and more valuable to a merc command.  I mean, would a Clan tech get the same step over IS techs their mechwarriors get?

Well on one hand Clan tech are obviously more familiar with Clantech but on the other the vast majority are more accustomed to more advanced (repair and tech) equipment which may not be as available in the Inner Sphere especially for mercenaries (too expensive).  In addition average Clan techs are not as used to doing "quick and dirty" repair jobs in order to get a Mech back onto the line ASAP or making do with whatever parts are available.  In the end Clan techs are likely to get better offers to teach Clantech, corporate and military R&D, etc while IS techs are likely to get more 'hands-on' job offers (not necessarily better paying ones).
Title: Re: Mercenary Hall
Post by: Rainbow 6 on 07 April 2013, 04:38:51
Well ER3145 and TRO3145Mercs are out, what do you all think?

It looks as though a number of units made it through the Republic era in good shape, although the Dark Age has changed that.

I for one am happy with the new equipment we have from the mini TRO (Especially the Vulture IV & Mad Cat IV).
Title: Re: Mercenary Hall
Post by: ABADDON on 07 April 2013, 10:44:15
Though the latter might seem a tad expensive for your average merc.
the Vulture appears to be the more suitable plattform.
Title: Re: Mercenary Hall
Post by: Gray Jaguar on 07 April 2013, 10:47:12
Though the latter might seem a tad expensive for your average merc.
the Vulture appears to be the more suitable plattform.

I think the new Vulture IV is going to be our new gold standard for purchasable Clan OmniMechs.  The Mad Cat IV will be for pros while the Vulture IV is the new trooper for "Elite" units.
Title: Re: Mercenary Hall
Post by: Klat on 07 April 2013, 11:20:16
New Mad Cat is awe inspiring but the Vultue does seem to be the fiscally sane choice. I like both and plan on using them in the future. Whilst a bit of a one trick pony I also like the Jade Hawk for cool factor. The Black Hawk is going to see a lot of use from me also.

All in all I'm very happy with the state of mercs and their selection of equipment in 3145; the new BA is going to be so much fun.

EDIT: Add the Stalking Spider II to the list above. Really the first quad I like I want a mini of it so very much.
Title: Re: Mercenary Hall
Post by: DarkISI on 07 April 2013, 14:18:45
EDIT: Add the Stalking Spider II to the list above. Really the first quad I like I want a mini of it so very much.

You do? I made sure to showcase all the problems the design has (okay, just the one, but it makes the 'Mech go kaboom ^^) and you still like it? Not sure if you are crazy or if I should feel honored :D
Title: Re: Mercenary Hall
Post by: Colt Ward on 07 April 2013, 14:24:03
Only having seen the preview, I thought the Hound was interesting considering (http://bg.battletech.com/forums/index.php/topic,26588.msg602577.html#msg602577) something I had cooked up for '66 but was slammed as being too weak at range.

Do we get even more variants on the Omni?  Do they drop any of the original ones?

The mercs are going to be interesting since in the down-sizing craze some really good stuff might have been made available, but the regulars will have kept the highest quality.  But mercs cannot afford that as a rule . . . so they will truely be cannon fodder due to the qualitative edge.  Or avoided so an enemy can smash the other faction's higher quality units.
Title: Re: Mercenary Hall
Post by: DarkISI on 07 April 2013, 14:33:50
The mercs are going to be interesting since in the down-sizing craze some really good stuff might have been made available, but the regulars will have kept the highest quality.  But mercs cannot afford that as a rule . . . so they will truely be cannon fodder due to the qualitative edge.  Or avoided so an enemy can smash the other faction's higher quality units.

It really depends on the mercenary unit. Sure, poorer or smaller units will have trouble keeping up, but bigger units with deeper pockets will be able to keep up with the great houses. Given the massive scale of the conflicts, there will also be a lot of salvage going around.
In addition: never forget about Fasanomics. ;)
Title: Re: Mercenary Hall
Post by: Wrangler on 07 April 2013, 15:32:01
I'm little confused on the choice of Mechs being selected for Merc themed TRO.  Vulture IV doesn't seem fit it and the Mad Cat IV was only given to a Clan warrior (aka Alpha Kerensky), not listed anyone else could bid to buy one thoses.  Unless it was fixed config varianty...maybe.
Title: Re: Mercenary Hall
Post by: ABADDON on 07 April 2013, 15:34:04
I'm little confused on the choice of Mechs being selected for Merc themed TRO.  Vulture IV doesn't seem fit it and the Mad Cat IV was only given to a Clan warrior (aka Alpha Kerensky), not listed anyone else could bid to buy one thoses.  Unless it was fixed config varianty...maybe.

Merc, Foxes, Periphery.
Title: Re: Mercenary Hall
Post by: Klat on 07 April 2013, 15:49:01
Given the cover girls on the TRO I have every intention of painting a Mad Cat IV and a Vulture IV (once a mini becomes available) in Wolf's Dragoons Gamma Regiment colors.

On a slightly different note what's a good way to activate the TSM on the Jade Hawk? Those claws look like they can do some very nasty things with TSM active.

EDIT: Missed this:
You do? I made sure to showcase all the problems the design has (okay, just the one, but it makes the 'Mech go kaboom ^^) and you still like it? Not sure if you are crazy or if I should feel honored :D

Blowing up is a small price to pay for a quad with a turreted death ray  O0
Title: Re: Mercenary Hall
Post by: Kit deSummersville on 07 April 2013, 16:24:29
On a slightly different note what's a good way to activate the TSM on the Jade Hawk? Those claws look like they can do some very nasty things with TSM active.


Turn off some heatsinks.
Title: Re: Mercenary Hall
Post by: ABADDON on 07 April 2013, 16:42:09
Turn off some heatsinks.

But still, I take it the original variant was supposed to more or less mirror the AoD stats, right?
Cause who in his or her right mind would voluntarily design such an inefficient design that completely runs against the use of TSM except for the claws? :P
Title: Re: Mercenary Hall
Post by: Kit deSummersville on 07 April 2013, 16:59:34
But still, I take it the original variant was supposed to more or less mirror the AoD stats, right?

I have no idea.
Title: Re: Mercenary Hall
Post by: Klat on 07 April 2013, 17:49:24
Turn off some heatsinks.

Even I know that! I'm having trouble with engaging it and keeping it active. Can the heat dissipation from the wing be altered or turned off?
Title: Re: Mercenary Hall
Post by: Kit deSummersville on 07 April 2013, 18:15:06
Even I know that! I'm having trouble with engaging it and keeping it active. Can the heat dissipation from the wing be altered or turned off?

I don't think so. But you can always just shoot at terrain to keep those weapons going.
Title: Re: Mercenary Hall
Post by: ABADDON on 07 April 2013, 18:20:41
Just don't jump. That should make it easier with the heat management (its strenght is the ground speed anyways), even though the original Jade Hawk is indeed probably the worst TSM design ever conceived, at least in terms of heat management and armament (excluding melee weapons, those are pretty well suited).
Title: Re: Mercenary Hall
Post by: Gray Jaguar on 07 April 2013, 18:21:54
You know I think I need to make a Dark Ages Merc unit now with all this talk.
Title: Re: Mercenary Hall
Post by: Kit deSummersville on 07 April 2013, 18:26:24
Just don't jump. That should make it easier with the heat management

No, that will just make it harder. At least with jumping you counteract the cooling from the partial wing. Running would still put you at a net -1 heat.
Title: Re: Mercenary Hall
Post by: ABADDON on 07 April 2013, 18:43:51
No, that will just make it harder. At least with jumping you counteract the cooling from the partial wing. Running would still put you at a net -1 heat.

Whoa? The full cooling effect of the wing applies even when the unit doesn't jump but runs? The heck?
Title: Re: Mercenary Hall
Post by: Kit deSummersville on 07 April 2013, 18:55:15
Whoa? The full cooling effect of the wing applies even when the unit doesn't jump but runs? The heck?

Quote from: TacOps p. 293
The values in the ’Mech Heat Modifier column are applied during the Heat Phase of any turn in which the Partial Wing is functional (regardless of whether or not the unit actually used the system).
Title: Re: Mercenary Hall
Post by: ABADDON on 07 April 2013, 19:09:34
Huh, interesting... thx for the clarification. Must have overlooked that.
Title: Re: Mercenary Hall
Post by: Nav_Alpha on 07 April 2013, 19:29:26
You know I think I need to make a Dark Ages Merc unit now with all this talk.

My thoughts exactly. And then it can pair off against the Republic Standing Guard unit I'm creating as well!
Title: Re: Mercenary Hall
Post by: Nav_Alpha on 07 April 2013, 20:31:27
Also, I'm certainly loving the new look Dragoons. Independent battalions are a very good idea, prefer it to the multi regiment, over the top fiat units
Title: Re: Mercenary Hall
Post by: Gray Jaguar on 07 April 2013, 20:35:49
Also, I'm certainly loving the new look Dragoons. Independent battalions are a very good idea, prefer it to the multi regiment, over the top fiat units

I've always preferred Companies of Aero Lances.  They work as Clan, Spheroid, and ComStar/Blake/Insert Next Generation of Communications Mogul Here Unit match ups.
Title: Re: Mercenary Hall
Post by: Maelwys on 07 April 2013, 20:36:11
I can see the cost of Mercs going up quite a bit in the future for the Lyrans. The loss of the ELH might have saved Hesperus II, but how long until the rest of the Merc community hears about it.
Title: Re: Mercenary Hall
Post by: Gray Jaguar on 07 April 2013, 20:49:14
I can see the cost of Mercs going up quite a bit in the future for the Lyrans. The loss of the ELH might have saved Hesperus II, but how long until the rest of the Merc community hears about it.

With the Black Out?  Not for some time as anything more than a rumor though we've seen that money can trump common sense in the future and C-Bills... I mean Fox Credit... heals all wounds.
Title: Re: Mercenary Hall
Post by: Archangel on 07 April 2013, 22:38:56
With the Black Out?  Not for some time as anything more than a rumor though we've seen that money can trump common sense in the future and C-Bills... I mean Fox Credit... heals all wounds.

Actually word will probably spread fairly quickly.  After all unlike during the Jihad, when Blakists seized control of planetary HPGs when they occupied planets, there will still be plenty of commercial traffic going to and from Hesperus II.  In turn the surviving ELH are going to want to rebuild or start looking for a new home.
Title: Re: Mercenary Hall
Post by: roosterboy on 07 April 2013, 22:48:46
In turn the surviving ELH are going to want to rebuild or start looking for a new home.

Surviving ELH?
Title: Re: Mercenary Hall
Post by: Gray Jaguar on 07 April 2013, 23:25:17
Actually word will probably spread fairly quickly.  After all unlike during the Jihad, when Blakists seized control of planetary HPGs when they occupied planets, there will still be plenty of commercial traffic going to and from Hesperus II.  In turn the surviving ELH are going to want to rebuild or start looking for a new home.

As a squid man once said: "There are no survivors."
Title: Re: Mercenary Hall
Post by: Archangel on 07 April 2013, 23:42:09
Surviving ELH?

Soldiers on medical or personal (vacation, humanitarian such as death in the immediate family, etc) leave, on detached service, etc.
Title: Re: Mercenary Hall
Post by: Gray Jaguar on 08 April 2013, 04:24:11
Soldiers on medical or personal (vacation, humanitarian such as death in the immediate family, etc) leave, on detached service, etc.

The Commonwealth could always bury the survivors then.
Title: Re: Mercenary Hall
Post by: Deadborder on 08 April 2013, 08:16:13
I've thrown together several DA-era Merc units, but most of them were one-shot, adversary of the day deals. My first big one is slowly coming together for the 3145 period.
Title: Re: Mercenary Hall
Post by: Wrangler on 08 April 2013, 09:07:46
Personally i don't understand all the hate for the all the old Merc units.  Kill the ELH, Kill Kell Hounds....

New units that had come out haven't made difference impacting players sayins "Those guys are awesome."  Are we suppose not care about Merc units that personally for me drew me to BT in first place??
Title: Re: Mercenary Hall
Post by: Gray Jaguar on 08 April 2013, 10:58:04
Personally i don't understand all the hate for the all the old Merc units.  Kill the ELH, Kill Kell Hounds....

New units that had come out haven't made difference impacting players sayins "Those guys are awesome."  Are we suppose not care about Merc units that personally for me drew me to BT in first place??

I think they're clearing the ground work for a slew of new factions, mercenaries, and others that will give us the wow factor.  Mercs might not be the primary focus right now, but I have no doubt they'll give you guys the loving you deserve.  Heck, they gave me back my Fidelis and ended my debates over whether or not we were still Clanners at heart.
Title: Re: Mercenary Hall
Post by: Orion on 08 April 2013, 11:12:34
Look at how Phelan was seen by many FedRats and even his ex-Kell Hound comrades when he first turned up in Wolf leather (and yes, I know the perception of Clanners changes dramatically later on, but still - a lot of people are going to hold anti-Clan prejudices)

I still think he should have been strung up on the courthouse square at the first available moment, or shot by a sniper at the very least.  And I'm just a reader.  In-universe, I can imagine that at his death (whenever that happens) a good number of former comrades hoist a drink a celebrate the passing of the "treacherous, treasonous, lying scumbag that betrayed us all just so he could move up the ranks faster".  I think it would be a rather rare person in the Inner Sphere that could forgive and trust someone that went over to the clans.
Title: Re: Mercenary Hall
Post by: Nav_Alpha on 08 April 2013, 19:19:21
Personally i don't understand all the hate for the all the old Merc units.  Kill the ELH, Kill Kell Hounds....

New units that had come out haven't made difference impacting players sayins "Those guys are awesome."  Are we suppose not care about Merc units that personally for me drew me to BT in first place??



I think people just get jaded when they see these units always riding the best tech, always winning and marrying into noble houses, always at the forefront of invasions and major events, etc.

I really like the new look Dragoons and Hounds - they're battered and rag tag and are scrounging for parts or finding themselves working for age old enemies... Yeah, these guys have just started becoming very cool again.

My only problem is now: which merc outfit do I want to play with: Hounds, Dragooms or Wolf Hunters....?
Title: Re: Mercenary Hall
Post by: Wrangler on 08 April 2013, 19:29:53
I think people just get jaded when they see these units always riding the best tech, always winning and marrying into noble houses, always at the forefront of invasions and major events, etc.

I really like the new look Dragoons and Hounds - they're battered and rag tag and are scrounging for parts or finding themselves working for age old enemies... Yeah, these guys have just started becoming very cool again.

My only problem is now: which merc outfit do I want to play with: Hounds, Dragooms or Wolf Hunters....?
It depends if they'll ever come out with Mercenaries Suppliement: Dark Ages.  I know TPTB aren't really doing faction specific units, but mercs i believe alot player would like to play.  I think a dedicated Merc book would least give people idea what notable merc units like Wolf Hunters how they operate or their abilities.   
Title: Re: Mercenary Hall
Post by: Rainbow 6 on 09 April 2013, 13:48:32
I think people just get jaded when they see these units always riding the best tech, always winning and marrying into noble houses, always at the forefront of invasions and major events, etc.

I really like the new look Dragoons and Hounds - they're battered and rag tag and are scrounging for parts or finding themselves working for age old enemies... Yeah, these guys have just started becoming very cool again.

My only problem is now: which merc outfit do I want to play with: Hounds, Dragooms or Wolf Hunters....?

Looking at you Avatar i'm thinking you've made your decision?
Title: Re: Mercenary Hall
Post by: Klat on 09 April 2013, 14:18:05
Looking at you Avatar i'm thinking you've made your decision?

Thanks to him I switched too! The adhoc nature of the Wolf Hunters really appeals to me. I just hope they stick around for a bit and that we get a rough idea of their size and tech level. Just as the THG-10E made me get over the WHM-6R and MAD-3R the Wolf Hunters have me no longer missing the Lone Wolves.

I have to wonder where they'll recruit from though...
Title: Re: Mercenary Hall
Post by: Jaim Magnus on 09 April 2013, 14:22:50
I have to wonder where they'll recruit from though...

Battlefield captures?

Regarding their size, at their height they were a reinforced battalion.  The campaign against the Wolves resulted in 2/3's losses.  That was 2 years ago.  So 2 years ago (3143) they were a reinforced company.  I'd say they would be, at most, back up to a reinforced battalion.
Title: Re: Mercenary Hall
Post by: Klat on 09 April 2013, 14:28:04
Battlefield captures?

Regarding their size, at their height they were a reinforced battalion.  The campaign against the Wolves resulted in 2/3's losses.  That was 2 years ago.  So 2 years ago (3143) they were a reinforced company.  I'd say they would be, at most, back up to a reinforced battalion.

Big enough that I've some wiggle room as far as unit selection then  O0

Thank you.
Title: Re: Mercenary Hall
Post by: Colt Ward on 09 April 2013, 14:29:46
Are they even going to exist any more with Kerensky's capture?  As far as tech level, I am not sure its going to matter with the way the lines are blended now.  Add to that they started off as a mixed tech unit of a Clan wannabe faction . . .

Also, any opinions on this for 3065-ish?

http://bg.battletech.com/forums/index.php/topic,28280.0.html
Title: Re: Mercenary Hall
Post by: Jaim Magnus on 09 April 2013, 14:32:10
Are they even going to exist any more with Kerensky's capture?  As far as tech level, I am not sure its going to matter with the way the lines are blended now.  Add to that they started off as a mixed tech unit of a Clan wannabe faction . . .


They do continue to exist.  They had some trouble determining a new leader, but Alpha Dragan Fletcher is keeping them together and in Lyran employ.
Title: Re: Mercenary Hall
Post by: Colt Ward on 09 April 2013, 14:35:03
Hm, okay something I missed with the new book then.  Fletcher means . . . Horse descent?  They might have also shed more warriors when they lost Kerensky however.

One of the interesting things was where all the former Steel Wolf members ended up.
Title: Re: Mercenary Hall
Post by: Jaim Magnus on 09 April 2013, 14:37:51
Hm, okay something I missed with the new book then.  Fletcher means . . . Horse descent?  They might have also shed more warriors when they lost Kerensky however.

Yep, a Horse straight from the OZ.

One of the interesting things was where all the former Steel Wolf members ended up.

Some continued to operate under the identity of 'Steel Wolf' under the command of Galaxy Commander Xera.  Some formed the Steel Wolf Corps mercenary group, an armour only unit.  And a nova worth joined Jerry's Juggernauts.  Hopefully the FM explains where they all wound up.
Title: Re: Mercenary Hall
Post by: Colt Ward on 09 April 2013, 14:40:50
Oh I know where they went though you did forget Yulri on Solaris forming his Co-Op.  I actually liked the Juggernauts and wanted to see more about them.  I honestly need to see about doing a Worktroll-esque move and redo my MWDA figures into BT ones.  Just too bad the scale is off since I actually like the Stormhammer paint scheme.
Title: Re: Mercenary Hall
Post by: Klat on 09 April 2013, 14:53:05
They might have also shed more warriors when they lost Kerensky however.

Kerensky was captured. AFAIK ER:3145 makes no mention of anyone leaving because of it. I don't think Kerensky is\was the Wolf Hunters just as Dragan is not. Once the Alpha is gone a new one fights their way to the top of the heap.
Title: Re: Mercenary Hall
Post by: Nav_Alpha on 09 April 2013, 17:33:12
Thanks to him I switched too! The adhoc nature of the Wolf Hunters really appeals to me. I just hope they stick around for a bit and that we get a rough idea of their size and tech level. Just as the THG-10E made me get over the WHM-6R and MAD-3R the Wolf Hunters have me no longer missing the Lone Wolves.

I have to wonder where they'll recruit from though...

It's a good insignia for a good unit! I am indeed a fan of the Hunters. Fun unit

It's interesting they know have a Horse commander - former Hells Horses turned WIE true born sent to work out what Annie K's plans were - and then liking what he saw, I guess
Title: Re: Mercenary Hall
Post by: Deadborder on 09 April 2013, 19:38:49
The Wolf Hunters are easily my favourite 'Wolf' themed faction, though I'd also like to to see what happened to Xera's Steel Wolves.
Title: Re: Mercenary Hall
Post by: Nav_Alpha on 09 April 2013, 20:20:52
The Wolf Hunters are easily my favourite 'Wolf' themed faction, though I'd also like to to see what happened to Xera's Steel Wolves.

Who owns Tigress in the era report? Davions or Liao?
Last we heard from Xera was that they were heading back there.

The Steel Wolf Corps were interesting too - I reckon they're probably working for the Lyrans holding the line against the Falcons by 3145.

I'm putting a campaign together now starting in Prefecture III in 3132 and reaching to 3145.
Hoping to touch on the rise of Rubach as a merc hiring centre as per Fortress Republic and the swag of smaller, low rent Mercs that the Senate Alliance hired to take Ronel and other planets in Prefecture III
Title: Re: Mercenary Hall
Post by: roosterboy on 09 April 2013, 21:18:04
Who owns Tigress in the era report? Davions or Liao?

CapCon

Quote
Last we heard from Xera was that they were heading back there.

That was like 10 years ago. And technically it was Varnoff Fetladral who was going to do that. Xera gave no indication of her plans when she usurped command of the Steel Wolves from him. She may have done the same, she may not have.
Title: Re: Mercenary Hall
Post by: Colt Ward on 11 April 2013, 01:42:42
Let us discuss what we know, from ER3145 and TRO, the state of the merc market, potential benefits and potential problems with major employers.

Federated Suns-  Definately hiring, but good luck buying replacement equipment off the Quartermaster IMO.  IMO, I think they will be hiring a lot of raiding companies for the Drac and Cappie fronts to help guerilla units.  Travel behind the lines, strike at detachments, supplies and materials, then leave.

Lyran Commonwealth-  Depends on how much the fall of the ELH is general knowledge.  All of those merc commands died on Hesperus while the regulars left them as fodder.  Generally the biggest nightmare to mercs afaik.  Again, I am not sure you will be able to purchase replacement gear with the state of the LCAF.  Oh yeah, typical posting location would be the Falcon front against Mad Malvina?  Fun

Draconis Combine-  Death of the Nova Cats could be a cause for concern . . . but they have Wolf's Dragoons and are pounding away at the FS.

Capellan Confederation/MoC-  Might militarily be in the strongest position though it will depend on how they digest the conquest.  Also have to see how much material and perhaps units they draw from the Canopus and Andurien, sort of the new Trinity.  Might have problems with Andurien since they took worlds- kindling the old rivalry.

Free Worlds League-  Reborn, I am not sure they were using that many mercs to do the fighting that ensued.  Definately at odds with the Republic Remnant, the Regulans have an interior position and they should have an uneasy peace with the Wolf Empire.  On the other hand, Lyrans are easy pickings so perhaps they can reverse some of the Hammerfall/Wolf losses by picking at the border.

Duchy of Andurien/MoC-  Most junior member of the CC/MoC/DoA Trinity.  Lost worlds to Jessica when the dump blew.  Gave worlds to the Cappies to make it stop.  Regulans are allies, but how useful are they when they did not help against Oriente?  Will Ilsa send units into the Duchy to face the FWL or will she be giving them to Daoshen to use?

Regulan Fiefs-  Surrounded by enemies, might be taking more of the independent worlds between them and Andurien so they have an 'out' astrographically.  Only allies have fallen under CC/MoC control . . . would they really be hiring?

Republic Remnant-  Sure they have needs, but do they have coin?  Can they even resupply anyone?  Do you expect the Fortress to come down?

Title: Re: Mercenary Hall
Post by: Nav_Alpha on 11 April 2013, 02:29:24
I can also see a lot of former Republic outfits shattered by the various invasions gathering a mix bag of troops together and going merc.

Units that got tore up by Falcons or Snakes or Cappies, merging with some scooped up militia, other indi mercs and maybe even some opposing troops to create small sized merc units.

Also - what's the status of the Senate Alliance in 3145? Gone for good?

the 3135-40 era is the best time for mercs if you ask me - you've got pocked nations and a Chaos March situation in Prefecture V where a lot of proto-nations have formed to fend of the Cappies. Over on the League front, you have Thaddy Marik forming other proto nations, who are all aligned with the FWL.
Facing off against the Falcons you see independent planets rising up.
And then there's the Senate Alliance

All of these smaller nations need mercs desperatly (the book Fortress Republic details some of the smaller merc outfits under contract for the Alliance) and all of this spells good news for the trade!
Title: Re: Mercenary Hall
Post by: Colt Ward on 11 April 2013, 02:38:07
Page 53 says the Senate Alliance joined the FWL as the Augustine Alliance, I am not sure if they really bring any industrial or military power with them.  But I think their coming over lets Irian and its military factories openly rejoin the FWL.
Title: Re: Mercenary Hall
Post by: Decoy on 11 April 2013, 03:05:43
Regulan Fiefs have it coming in my opinion. Can they survive it? I donno. All I know is that from the mercenary perspective, backing the losing side of a war pays pretty badly.
Title: Re: Mercenary Hall
Post by: Deadborder on 11 April 2013, 06:02:09
Irian is in the reborn FWL in 3145
Title: Re: Mercenary Hall
Post by: Colt Ward on 11 April 2013, 06:24:11
Figured, I just have not blown up the maps.  Like I said, the Augustine Alliance joining the League removed the last roadblock.
Title: Re: Mercenary Hall
Post by: Nav_Alpha on 11 April 2013, 17:17:00
Yep, Irian is back with the FWL.

Interesting that the Alliance joined as well - I would have thought they'd want to stay an independent body.
The later dark age books set up a host of really interesting proto-nations, Chaos March style. It's a shame almost all of these got washed away by later events
Title: Re: Mercenary Hall
Post by: Colt Ward on 11 April 2013, 20:00:20
Some are still there, but yeah not a fan of the drive for less factions.
Title: Re: Mercenary Hall
Post by: Top Sergeant on 11 April 2013, 21:11:59
Some are still there, but yeah not a fan of the drive for less factions.

The more factions, the more opportunities for mercenary contracts.  8)
Title: Re: Mercenary Hall
Post by: Colt Ward on 11 April 2013, 21:20:24
I really want to see one or two minor powers stay nestled between the borders of the larger ones.  It makes things more lively.
Title: Re: Mercenary Hall
Post by: Top Sergeant on 11 April 2013, 21:23:35
I've found a military march for my Merc regiment. :)

I love it, its so dang catchy!

http://www.youtube.com/watch?feature=endscreen&NR=1&v=3e6EkNXCC0c
Title: Re: Mercenary Hall
Post by: Gray Jaguar on 12 April 2013, 11:01:26
The more factions, the more opportunities for mercenary contracts.  8)

And more mercenary contracts mean more of a chance for my disinherited Clanners to find employment.
Title: Re: Mercenary Hall
Post by: Klat on 12 April 2013, 13:08:31
ER3145 page 194 price multipliers: why would anyone accept cash? Salaries don't even come close to inflation! Looks like every contract needs to be for salvage and repair now.

If you thought the Mad Cat IV was expensive before wait until you see it with the multiplier. That being said we know that the big guys are buying them so either contracts are paying more or hardware is the new currency.
Title: Re: Mercenary Hall
Post by: Colt Ward on 12 April 2013, 13:35:33
Yes, I sort of figure it will be like the Jihad again . . . accept bullion, parts, food, supplies and anything besides fiat money since you do not know if they will still be around.

Of course, still pay your people in c-bills if you can . . .
Title: Re: Mercenary Hall
Post by: Klat on 12 April 2013, 14:15:04
Of course, still pay your people in c-bills if you can . . .

You could make a fortune like that... Good idea  >:D
Title: Re: Mercenary Hall
Post by: Nav_Alpha on 12 April 2013, 19:26:20
Yes, I sort of figure it will be like the Jihad again . . . accept bullion, parts, food, supplies and anything besides fiat money since you do not know if they will still be around.

Of course, still pay your people in c-bills if you can . . .

More likely that everyone gets a percentage of the contract and salvage now, much like the old privateer method. Ie: CO gets four shares, officers and specialists like senior techs, scouts, etc get two and everyone else gets one share
Title: Re: Mercenary Hall
Post by: Gray Jaguar on 12 April 2013, 19:28:31
More likely that everyone gets a percentage of the contract and salvage now, much like the old privateer method. Ie: CO gets four shares, officers and specialists like senior techs, scouts, etc get two and everyone else gets one share

You could always also break it down into something further as well.  Considering the cost of living in this Era, company stores might be more common as well.
Title: Re: Mercenary Hall
Post by: Colt Ward on 12 April 2013, 20:08:45
I totally agree there are a lot of options and issues when it comes to being paid.  The other part of that is, you cannot just use the HPG to transfer funds through the Bank of ComStar . . . you bring your cash with you in the Dark Ages.
Title: Re: Mercenary Hall
Post by: Gray Jaguar on 12 April 2013, 20:12:04
I totally agree there are a lot of options and issues when it comes to being paid.  The other part of that is, you cannot just use the HPG to transfer funds through the Bank of ComStar . . . you bring your cash with you in the Dark Ages.

Huh, suddenly fighting other Mercs doesn't seem that bad an idea...
Title: Re: Mercenary Hall
Post by: truetanker on 12 April 2013, 22:55:32
I've found a military march for my Merc regiment. :)

I love it, its so dang catchy!

http://www.youtube.com/watch?feature=endscreen&NR=1&v=3e6EkNXCC0c

I would rather surrender than listen to that. Or failing that, commit to walking off the boards during gameplay at fastest best speed.

I now want this song for my table! Good job Sarge on finding this song.

TT
Title: Re: Mercenary Hall
Post by: Colt Ward on 12 April 2013, 23:09:42
While it would not work for my unit, (old Brit Empire Highlands ancestry) I would think 'Fanfare for the Common Man' might be good.  Or perhaps Holst's Mars . . . which really makes me want to dig up my old Outpost game from the 90s and see if I can get it to work.

Course, the question is could the unit march to the music?
Title: Re: Mercenary Hall
Post by: Top Sergeant on 13 April 2013, 00:29:06
I would rather surrender than listen to that. Or failing that, commit to walking off the boards during gameplay at fastest best speed.

I now want this song for my table! Good job Sarge on finding this song.

TT

The lighthearted tune reminds me of the 3rd Infantry Division's marching tune (its at the end of the movie To Hell and Back starring Audie Murphy). The tunes are not even close to sounding the same, but they are both catchy, lighthearted, upbeat and have a good marching rythem.
Title: Re: Mercenary Hall
Post by: Scrollreader on 13 April 2013, 04:11:31
The other part of that is, you cannot just use the HPG to transfer funds through the Bank of ComStar . . . you bring your cash with you in the Dark Ages.

You're going to have to be a lot more careful negotiating with people, because of this.  No bank of Comstar means no escrow account.  Which means you only get paid if the Employer is happy, even if you fulfill the contract.  Unless you can take it by force.  The ELH getting whacked probably saved the Archon a bundle, even if they got half up front.
Title: Re: Mercenary Hall
Post by: Tai Dai Cultist on 13 April 2013, 09:00:04
You're going to have to be a lot more careful negotiating with people, because of this.  No bank of Comstar means no escrow account.  Which means you only get paid if the Employer is happy, even if you fulfill the contract.  Unless you can take it by force.  The ELH getting whacked probably saved the Archon a bundle, even if they got half up front.

Highly mobile entities like dropship crews pretty much always used hard cash anyway.  HPG communication is just too slow to keep everyone paid on time when you're changing worlds every couple weeks.  Plus it gives a good explanation to support alot in-universe piracy.  The warchest is a literal thing that can be physically plundered!
Title: Re: Mercenary Hall
Post by: Archangel on 14 April 2013, 07:06:01
No bank of Comstar means no escrow account.

The only issue with the Bank of ComStar would be the Blackout limiting communications between the different stations.  For those planets that never lose or quickly restored service access to accounts held at ComStar's bank is quickly restored.

Highly mobile entities like dropship crews pretty much always used hard cash anyway.  HPG communication is just too slow to keep everyone paid on time when you're changing worlds every couple weeks.  Plus it gives a good explanation to support alot in-universe piracy.  The warchest is a literal thing that can be physically plundered!

For more mobile entities they probably withdraw enough from their accounts to cover a portion of the crews salaries for a period of time (with the remainder to be paid out upon completion of the cruise) as well as various miscellaneous expenses and top off their cash reserves whenever they visit a port that has access to their accounts.
Title: Re: Mercenary Hall
Post by: Demon55 on 09 May 2013, 06:32:31
What ratio of infantry (including battle armor) to armor (mechs/tanks) do you guys like to keep in your merc units?
Title: Re: Mercenary Hall
Post by: Coldwyn on 09 May 2013, 08:33:28
What ratio of infantry (including battle armor) to armor (mechs/tanks) do you guys like to keep in your merc units?

It depends a bit on which rules I use for merc management. Using the older Mercenary Handbook rules, I mostly skip on infantry because the salary is a killer. Using war chest, I´m still thinking twice, as a platoon of jump infantry is quite expensive, compared to other unit types. Buying a gossamer vtol with good crew is about as expensive as said jump platoon.

That aside, I´m heavy into infantry, meaning a rough composition of 1 mech, 2 ground vees, 1 vtol, 2 platoons.
Title: Re: Mercenary Hall
Post by: Decoy on 09 May 2013, 08:39:14
As far as salary goes, remember that your employer pays them. My preferred size/type of unit has two 'mech battalions, a fighter wing and either a mixed armor/infantry battalion or a full out infantry battalion.

Under the force creation rules they just let us bug fix, I tend to run in augmented lances. Four 'mechs and two squads of magnetic clamp equipped BA.
Title: Re: Mercenary Hall
Post by: truetanker on 09 May 2013, 18:00:45
Every mech lance has two tank lances and a Company of Infantry. Either 3 Platoons or 9 BA Squads.

But for every mech Battalion, 2 of tank and another of Infantry is max. I tend to mix 3/4 standard and rest as BA. Rarely do I do a 50/50, except my C* / WoB. They use 2 Lvl II mech, 2 Lvl II tank, Lvl II aero, 4 Lvl I BA, 2 Lvl I Infantry.

TT
Title: Re: Mercenary Hall
Post by: Nav_Alpha on 09 May 2013, 18:28:15
I never really go beyon battalion size when playing Mercs - I like the idea of small, scrabbling to make a buck units.

So generally, I'll use something like a mech lance augmented with a couple BA squads, with an armour company as support with an infantry platoon (or possibly a company) for base security, scouting and clean up opa.

This way- you tanks do most of the grunt work: cavalry style raids, diversionary attacks, scouting, etc.
You keep you expensive mech and BA elements out of harm's way until the crucial moment and then commit them.
I generally try and make my infantry highly mobile - air assault VTOLs - and drop them at crucial spots to dig in as road blocks, ambushes, etc.
Or you can keep them back, dug in as reserves.
Title: Re: Mercenary Hall
Post by: Demon55 on 09 May 2013, 21:23:41
Right now my unit has 2 mech companies, 1 armor company and a four platoon infantry company that use 4 Maxims for transportation.  I was thinking about adding a second infantry company.
Title: Re: Mercenary Hall
Post by: Colt Ward on 09 May 2013, 21:40:35
At present the 91st Argyllshire Highlanders have . . .

Two companies of mechs, two companies of armor (SP arty), 3 6 trooper BA squads, company of infantry, lance of ASF and three dropships (Fortress[lucky starter roll], modified Mule, modified Leopard [Crashed/Captured]).  I want to get up to what would be considered a reinforced battalion of infantry (44 man platoons x4= Company x4= BN, plus arty, engineers & HQ plt).

Obviously not all of that ends up on the map at the same time . . . But sometimes a lot of it gets in on the same battle.  Like the one I am preparing for, a 6 klick wide by 8 klick deep battlefield where my force and rebels defend against a heavy mech BN supported by a heavy tracked armor BN.

Most of it will end up fighting against the Blakists in Operation Vijay too . . . wonder how much will get slagged.
Title: Re: Mercenary Hall
Post by: Deadborder on 09 May 2013, 22:26:10
Most of it will end up fighting against the Blakists in Operation Vijay too . . . wonder how much will get slagged.

I estimate casualties in the vicinity of 110%

The Mongolian Barbecue Horde from my current fic in progress are an overweight batallion; one company 'Mechs, one company Vees and a mixed bag of Battle Armour and conventional Infy. Still haven't figured their transport assets yet, and they're a little to low-rung to justify a Fortress just so I can give it an in-joke name
Title: Re: Mercenary Hall
Post by: Colt Ward on 09 May 2013, 22:47:51
Well, I expect to get hammered as one of the 'small' commands . . . and a bit of a reset for equipment and troops.
Title: Re: Mercenary Hall
Post by: Nav_Alpha on 10 May 2013, 00:35:23
As i posted over in the Marik thread - what do you think a merc would make of all of Thad Marik's pocket neighbourhoods?
The Covenant worlds, the Protectorate Coalition, the Tall Trees Union, etc - do you reckon these smaller guys are buying up smaller merc outfits very quickly to defend their patches and expand?

Well, I expect to get hammered as one of the 'small' commands . . . and a bit of a reset for equipment and troops.

I'm with Deadborder - I wouldn't be expecting much to come back from Operation Vijay. I'm keen to run through some of the later Total Chaos tracks myself soon - some of the missions set on Terra like the "blue on blue" Recondo incident and some of the ops chasing rogue Blakists after the fall of Terra, etc.
Gee... I guess i might have to roll up a new Jihad era merc unit...
Title: Re: Mercenary Hall
Post by: Colt Ward on 10 May 2013, 01:09:05
For the 3140s its a seller's market for mercs and war materials.

Lol . . . scenario idea . . . its a retreat of the SL cache . . . find some minor noble's (who was killed off during the push for Terra) stash of RetroTech mechs and maybe some 3SW era armor.  Sort of like the Guns, Money & Lawyer event from a few years ago.

Just imagine the battles for say two lances of mediums, company of armor and forty Longinus/GDL Standard/IS Standard suits in a protected storage bunker.

As far as Vijay . . . the 4th got hammered pushing in, then the command confusion, and finally the retreat . . . sort of depends on what equipment you have, how quickly you are prepared to E&E when it heads south, and what sort of planning your command has in place.  I mean, I honestly expect to leave equipment behind even on a successful escape- such as heavy tracked armor holding the LZ until the last DS lifts.  Then the crews trying to make it to a small craft while aero drops some good old inferno and rockets.
Title: Re: Mercenary Hall
Post by: Nav_Alpha on 10 May 2013, 01:51:11
Lol . . . scenario idea . . . its a retreat of the SL cache . . . find some minor noble's (who was killed off during the push for Terra) stash of RetroTech mechs and maybe some 3SW era armor.  Sort of like the Guns, Money & Lawyer event from a few years ago.

Just imagine the battles for say two lances of mediums, company of armor and forty Longinus/GDL Standard/IS Standard suits in a protected storage bunker.


Like it! I'd be more inclined to make it a Jihad era cache - made up of Retrotech mechs and tanks that a minor noble or militia stashed prior to their world getting hit by the Word. they buried the cache and then got nuked from orbit - letting the stash lie dormant for 70 odd years.

Then - various factions on world finally verify the long handed down rumour.

As far as Vijay . . . the 4th got hammered pushing in, then the command confusion, and finally the retreat . . . sort of depends on what equipment you have, how quickly you are prepared to E&E when it heads south, and what sort of planning your command has in place.  I mean, I honestly expect to leave equipment behind even on a successful escape- such as heavy tracked armor holding the LZ until the last DS lifts.  Then the crews trying to make it to a small craft while aero drops some good old inferno and rockets.

Yeah, things turned... pretty nasty for the mercs who went in as part of this op.
I'd say, depending on your postioning and how quickly you're prepeared to try and break out, you can still pull the majority of the unit out.
But you're probably going to lose a lot of heavy equipment as part of a rear guard element, as you say
Title: Re: Mercenary Hall
Post by: Coldwyn on 10 May 2013, 02:53:47
As i posted over in the Marik thread - what do you think a merc would make of all of Thad Marik's pocket neighbourhoods?
The Covenant worlds, the Protectorate Coalition, the Tall Trees Union, etc - do you reckon these smaller guys are buying up smaller merc outfits very quickly to defend their patches and expand?

I don´t think outright buying a merc unit will happen, as that will put a heavy dent in the economy. Rather, they´ll be handing out some small-time objective raid contracts, so that their neighbours will notice that they have teeth.

For the 3140s its a seller's market for mercs and war materials.

Lol . . . scenario idea . . . its a retreat of the SL cache . . . find some minor noble's (who was killed off during the push for Terra) stash of RetroTech mechs and maybe some 3SW era armor.  Sort of like the Guns, Money & Lawyer event from a few years ago.

Just imagine the battles for say two lances of mediums, company of armor and forty Longinus/GDL Standard/IS Standard suits in a protected storage bunker.

Yes, you could make some good tracks out of that. Spontaneously, I´d say: Track: The Demolition, Track: Defend the Convoy, Track: The Stalled Transport. Track: Eliminate the Spotters.
Title: Re: Mercenary Hall
Post by: Nav_Alpha on 10 May 2013, 05:54:40
I don´t think outright buying a merc unit will happen, as that will put a heavy dent in the economy. Rather, they´ll be handing out some small-time objective raid contracts, so that their neighbours will notice that they have teeth.

Yes, you could make some good tracks out of that. Spontaneously, I´d say: Track: The Demolition, Track: Defend the Convoy, Track: The Stalled Transport. Track: Eliminate the Spotters.

Sorry, didn't mean "buy"'for keeps, more just long term hires.
Title: Re: Mercenary Hall
Post by: Coldwyn on 10 May 2013, 06:14:03
Sorry, didn't mean "buy"'for keeps, more just long term hires.

Then it will be Cadre duty contracts, I guess. Having experienced mercs on hand for building up your own standing army or militia has always be on of the most cost-convenient options for small political entities, with the added benefit that said mercs are conveniently availlable for defense duty as well.
What I´m not too sure about is the dessired size of the merc unit. For smaller political units, it could be beneficial to hire mercs with a big name, to use that as a deterrent. Ok, era report 3145 just covers 3 merc companies, but some of the other "big players" should have survived until that era. It would be more than helpful to let your neighbours know that you have the famous XY training your troops. Perfect smalltalk for a ambassadorial party, right?
Title: Re: Mercenary Hall
Post by: Nav_Alpha on 10 May 2013, 17:53:15
Then it will be Cadre duty contracts, I guess. Having experienced mercs on hand for building up your own standing army or militia has always be on of the most cost-convenient options for small political entities, with the added benefit that said mercs are conveniently availlable for defense duty as well.
What I´m not too sure about is the dessired size of the merc unit. For smaller political units, it could be beneficial to hire mercs with a big name, to use that as a deterrent. Ok, era report 3145 just covers 3 merc companies, but some of the other "big players" should have survived until that era. It would be more than helpful to let your neighbours know that you have the famous XY training your troops. Perfect smalltalk for a ambassadorial party, right?

Alternatively it screams "I'm hiring big name Mercs because I have delusions of forming my own sucessor state - you're my next conquest"
I'd probably go for smaller, less "name brand" units.
If you're a small two planet state, you don't want to be noticed.

I'm a little disappointed that all of these proto nations get snapped up by 3145 - it's the Chaos March all over again, which is a great place to play
Title: Re: Mercenary Hall
Post by: Colt Ward on 10 May 2013, 21:16:50
I am not sure they do . . . we have the Republic Remnant and Galatean League.  So, now looking at the 3145 map, it does appear Oriente and Capellans took down the communities with the Falcons and RasDom taking what the Wolves flattened in their migration.
Title: Re: Mercenary Hall
Post by: truetanker on 10 May 2013, 23:02:36
Mongolian Barbecue Horde

Suggestion? Seeker ( Upgrade ) modified with that Lance variant, with the Union-X ( 3065 ).

All told,

Seeker:
4 Mechs
40 Tanks
4 Platoons

Union-X:
8 Mechs
4 ASF
5 Squads BA

Does this look like yor unit?

TT
Title: Re: Mercenary Hall
Post by: Nav_Alpha on 14 May 2013, 01:34:02
Just keeping this tread going:

what do we think the average merc unit looks like in the post-Blackout to 3145 era?

there's plenty of hiring opportunities - Republic worlds desperate to state free from the claws of Liao or the Dragon. The multi-world alliances ranging from the Senate Alliance to the Protectorate Coalition and the Convenant Worlds. House Davion keen to fend off House Liao or defend the Reach? The Lyrans and the Mariks - taking on each other and the Falcons AND the Wolves.

What kind of size do you think we're talking about? What kind of make up - a handful of mechs? Industrialmechs pressed into service? Lots of BA?
Title: Re: Mercenary Hall
Post by: Colt Ward on 14 May 2013, 01:44:08
I would expect a 1 mech - 4 vehicles- infantry platoon or BA ratio.

Upper end seems to be a combined arms regiment or so, a couple of mech companies, perhaps one being I-Mech Mods depending how close you are to the Republic and the Blackout time.  With a armor battalion, a infantry/BA battalion and a VTOL squadron to round out the force.  The mechs, as we have seen, are the exploitation for anything armor/infantry/VTOL develop- either punch through a weak spot or swing around the flank.

Scale this down, and we can also see combined arms battalions, though I think these will be overstrength- 1 mech company, two armor companies, infantry company, BA platoon, VTOL lance.

Then you have some young kid off a farm who thinks because he can take his HVR-99 Harvester making potshots at rabbits while he is harvesting the field.  He dreams of being at the Battle of Tharkad and rescuing Trillian Steiner when the Crusader Wolves landed on planet.  With the money being offered for anyone with any sort of mech, he runs off to the local spaceport to ship out for Galatea on some beat up but modified Buccaneer dropship.
Title: Re: Mercenary Hall
Post by: Nav_Alpha on 14 May 2013, 01:48:24
Then you have some young kid off a farm who thinks because he can take his HVR-99 Harvester making potshots at rabbits while he is harvesting the field.  He dreams of being at the Battle of Tharkad and rescuing Trillian Steiner when the Crusader Wolves landed on planet.  With the money being offered for anyone with any sort of mech, he runs off to the local spaceport to ship out for Galatea on some beat up but modified Buccaneer dropship.

Sounds like the start of a very fun Battletech read, with just a twist of Star Wars: A New Hope.

I would expect a 1 mech - 4 vehicles- infantry platoon or BA ratio.

Scale this down, and we can also see combined arms battalions, though I think these will be overstrength- 1 mech company, two armor companies, infantry company, BA platoon, VTOL lance.


I think you're right about the sizes.

The Wolf Hunters, from memory were: one company of heavy and assault mechs, a company of mobile artillery and a mixed company of light and medium mechs backed by BA riding in APCs. They also had conventional infantry forces - they never get a mention though, so I figure maybe a platoon of foot infantry used to secure dropsites, etc.
Title: Re: Mercenary Hall
Post by: Coldwyn on 14 May 2013, 03:52:55
My guess is that there´ll be hastily formed militias, which in turn mature into merc companies.
Force composition will be heavily influenced by 1) distance to terra and 2) realm of origin, meaning that the more the RotS disarmamaent pakt was adhered to, the more haphazard the force composition will be.

In regards of the force composition itself, I´d do that by roles:
- One zombie type of unit as an anchor point, big mech or big tank.
- One scout unit of some kind
- Two striker types of unit
- One missileboat
- Infantry and BA to screen those units.

Sample merc unit creaion table could look like:

Table 1: Distance to Terra.
2-4 RotS (Force Roll: -2)
5-6 Near (Force Roll: +2)
7-9 Intemediate (Force Roll: +1)
10-12 Far (Force Roll: -1)

Table 2: Unit Origin
2-5: RotS (Tech Roll: -4)
6-8: House, adherent (Tech Roll: -0)
9-10: House, non-adherent (Tech Roll: +4)
11-20: Clan (Tech Roll: +2)

Table 3:  Force Table
2 1 Zombie, 1 Striker, 1 Scout, 1 Footsoldier
... to ...
12 2 Zombie, 4 Striker, 2 Scout, 2 Missile, 4 Footsoldier

Table 4+ Tech Tables, filled with units, like:
.. (Subtable, Zombies)
11 Gürteltier MBT
12 Atlas

Title: Re: Mercenary Hall
Post by: Nav_Alpha on 14 May 2013, 04:18:00
Hmm, based on that idea Coldwyn. Something like this - the remains of a RAF militia unit who went merc after their planet was overrun:


BLR-10S Battlemaster
PNT-10K2 Panther

Manteuffel attack tank (prime)
Manteuffel attack tank (prime)

JES II Missle Carrier

Kopis BA squad
Kooks BA squad

Infantry platoon + Maxim MkII
Infantry platoon + Maxim MkII
Title: Re: Mercenary Hall
Post by: Coldwyn on 14 May 2013, 09:33:13
Looks like a decent off/def unit to me. May I ask how you generated those units? They don´t look like you rolled for them.
I´m a roleplayer, so I try to stick with era-fluff. You´re using TRO 75/85 units, but no low-tech, which leads to your remnant forces being able to go head-to-head with an augmented TRO 25 lance.
Fluff text in some TROs state that the RotS gobbled up quite a bit of WoB tech after the war. In that spirit, here´s on possible lance using a mix of jihad and primitives tech:

TI-2P Titan II or HTM-28TR Hatamoto-Chi
Aeron Strike VTOL

WSP-1 Wasp
Regulator Hover Tank

Heavy LRM Carrier

Kopis BA Squad - Bolla Prime
Purifier Adaptive BA Squad - Bolla Config C

Mechanized Infantry Platoon, 2 light gauss field towed guns
Infantry platton.

Edit: Great, one of my cats spilled a bottle of wine over my keyboard while I wrote this.

The DA era poses some questions for me. How do we determine starting force values? by pure gut feeling, I´d say something about 2 regular lances (8 units) totaling below 7K BV?
Title: Re: Mercenary Hall
Post by: Wolflord on 14 May 2013, 11:16:06
I would expect a 1 mech - 4 vehicles- infantry platoon or BA ratio.

Upper end seems to be a combined arms regiment or so, a couple of mech companies, perhaps one being I-Mech Mods depending how close you are to the Republic and the Blackout time.  With a armor battalion, a infantry/BA battalion and a VTOL squadron to round out the force.  The mechs, as we have seen, are the exploitation for anything armor/infantry/VTOL develop- either punch through a weak spot or swing around the flank.

Scale this down, and we can also see combined arms battalions, though I think these will be overstrength- 1 mech company, two armor companies, infantry company, BA platoon, VTOL lance.

Then you have some young kid off a farm who thinks because he can take his HVR-99 Harvester making potshots at rabbits while he is harvesting the field.  He dreams of being at the Battle of Tharkad and rescuing Trillian Steiner when the Crusader Wolves landed on planet.  With the money being offered for anyone with any sort of mech, he runs off to the local spaceport to ship out for Galatea on some beat up but modified Buccaneer dropship.

I see what you did there  O0
Title: Re: Mercenary Hall
Post by: Nav_Alpha on 14 May 2013, 18:19:56
Looks like a decent off/def unit to me. May I ask how you generated those units? They don´t look like you rolled for them.
I´m a roleplayer, so I try to stick with era-fluff. You´re using TRO 75/85 units, but no low-tech, which leads to your remnant forces being able to go head-to-head with an augmented TRO 25 lance.
Fluff text in some TROs state that the RotS gobbled up quite a bit of WoB tech after the war. In that spirit, here´s on possible lance using a mix of jihad and primitives tech:

TI-2P Titan II or HTM-28TR Hatamoto-Chi
Aeron Strike VTOL

WSP-1 Wasp
Regulator Hover Tank

Heavy LRM Carrier

Kopis BA Squad - Bolla Prime
Purifier Adaptive BA Squad - Bolla Config C

Mechanized Infantry Platoon, 2 light gauss field towed guns
Infantry platton.

Edit: Great, one of my cats spilled a bottle of wine over my keyboard while I wrote this.

The DA era poses some questions for me. How do we determine starting force values? by pure gut feeling, I´d say something about 2 regular lances (8 units) totaling below 7K BV?

I just pulled up the Master Unit List for the Republic a d selected as I saw fit.
I like the look of your unit to - as part of my ongoing Dark Agr campaign, I also give a lot of Wobbie salvage to the Republic Standing Guard.
A lot of these guys are former Protectorate militia units that went over to Stone, so that makes sense.
I tried to use equipment mainly drawn from TRO: 3085 but ended up going back a bit further - remember, for a long time the RAF was a real hodge lodge of equipment and units were built from the broken up remains of othe nations' armies.

As you say, I kept it reasonably high tech - I wanted them to have a fighting chance, but not overloaded with Clan-tech which seems to be a lot of people's fall back position
Title: Re: Mercenary Hall
Post by: snakespinner on 17 May 2013, 23:08:36
I like how you did not include clan tech,although Coldwyn's unit has more flexibility.
Coldwyn, you should not let your cats drink wine next to your computer. ;D
Title: Re: Mercenary Hall
Post by: Coldwyn on 18 May 2013, 14:26:56
Coldwyn, you should not let your cats drink wine next to your computer. ;D

Oh, it was a lovelly days when we adopted our little nova cat elemental. Getting him home-brohen was not so lovelly and I´ve lost count how many power packs I used up on my neural whip to get him use the litter box. And the day he was neutered.. oh my.

On a more serious note, is anyone using retrotech, industrialmechs or repurposed civilian units aka technicals for his DA-style mercs?
And on another note, how´ll merc payment look like? ComStar is down, so who handles our currency?
Title: Re: Mercenary Hall
Post by: Nav_Alpha on 18 May 2013, 19:49:46
Hehe... Those cray cray nova kitties.

Yep, lots of Industrials backed by half trained infantry in technicals, Esp for militia, etc. lots of Retrotech.
Title: Re: Mercenary Hall
Post by: Rainbow 6 on 25 May 2013, 15:17:42
Surprised no one has mentioned the equipment that mercenary units are able to buy from TRO3145CC & DC.

Title: Re: Mercenary Hall
Post by: Klat on 25 May 2013, 15:20:56
Surprised no one has mentioned the equipment that mercenary units are able to buy from TRO3145CC & DC.

I noticed the mini catapult Avalanche, which looks pretty darn useful to me. What else is there?
Title: Re: Mercenary Hall
Post by: Decoy on 25 May 2013, 15:46:12
The DC one is surprisingly bountiful while the CC one only gives the Calliope and a couple other things.
Title: Re: Mercenary Hall
Post by: Rainbow 6 on 25 May 2013, 15:59:19
My count is 4 from the CapCon TRO and 8 from the Combine.

Personal favorite is the trio of Saladin/Saracen/Scimitar II trio.
Title: Re: Mercenary Hall
Post by: Klat on 25 May 2013, 16:50:11
OK I like the ugly duckling Exhumer. It's not great but I can see were it's useful. I'd like to know what the Battlefists do though.

I wonder if StarCorps sells the Vandal from the CC TRO on the open market?
Title: Re: Mercenary Hall
Post by: Moonsword on 28 May 2013, 16:17:28
I wonder if StarCorps sells the Vandal from the CC TRO on the open market?

It's not impossible that the MUL Team will rule that way but I tend to doubt it personally.  The older Omnis proliferated onto the merc market because of the times.  The Inner Sphere is in the process of tearing itself apart, not working together to try and throw back the Clans and this was a design introduced partially for shock value by someone in the middle of a major war.

None of the national Omnis have wound up on the merc list by the Republic Era.  Not even all of the first-generation designs are there and the only second-generation OmniMech on the merc list is the Arctic Fox.

Of course, that doesn't mean it won't happen at your table.  StarCorps's got a long, well-deserved reputation for shenanigans.  I just doubt that enough Vandals would leak out to be notable on the MUL.
Title: Re: Mercenary Hall
Post by: Decoy on 28 May 2013, 16:19:05
So, we make do with Avalanches....or buy whatever the Sea Foxes want to sell ><

*Looks at the Mad Cat mk IV*
Title: Re: Mercenary Hall
Post by: Shin Ji on 02 June 2013, 09:31:25
So how many of you modify your mechs?  Seems to me that with access to a dropship bay, a decent tech, and a couple months of downtime, you could pretty much modify your mechs to be whatever way you like.

Title: Re: Mercenary Hall
Post by: Colt Ward on 02 June 2013, 12:54:03
I have done light modification- ERML for MLs sort of thing, or removing C3s on mechs because I have no C3 systems- routinely.  I never changed FF for Std armor before because that had been said to be too complicated, now its not which leaves me with some issues.

When a Marauder 3D got wrecked, I had it rebuilt to new specs since parts came from the -5M and -9M.

Since FF is an easier fix now, things like Po & Zhukovs are getting upgraded with LBX and FF armor.  Better range and more armor points quickly makes the armor more effective.
Title: Re: Mercenary Hall
Post by: blackwizards on 12 July 2013, 01:12:39
When contracts are in short supply, my merc unit moonlights as pirates.
Title: Re: Mercenary Hall
Post by: Colt Ward on 12 July 2013, 02:15:53
You might be better off using the term 'privateer' which is a bit safer for you . . .
Title: Re: Mercenary Hall
Post by: Archangel on 12 July 2013, 02:39:37
After the Malagrotta debacle is there a difference?
Title: Re: Mercenary Hall
Post by: Nav_Alpha on 12 July 2013, 03:27:29
You might be better off using the term 'privateer' which is a bit safer for you . . .



One of the Dark Agr docs on the download section makes mention of Lord Sandoval offering letters of Marque to privateers (read anyone with equipment and a ship) to raid CapCon planets

Would be an interesting opportunity. If you were the remains of a Republic militia unit it's an opportunity for quick money and some payback.
Only restriction is that you need a ship
Title: Re: Mercenary Hall
Post by: Colt Ward on 01 August 2013, 16:19:43
On a previous part of this thread I brought up a FWL merc hiring hall world . . .

 . . . and based on the Protector's description and goal, I think Kendall might be the best choice.  The Protector mech BN, ASF wing, armored BDE and infantry BDE make it well garrisoned with more forces a jump or two away.  With the Protector's ties to the factories on Kendall (mech & armor), Westover (ASF & small craft), Loyalty (armor, DS & JS), and any other independent producing worlds replacement gear should be available.  Within easy reach of Niops, Marian Hegemony (hostile), Rim Commonality, Tamarind, independent League worlds and other minor periphery states it offers opportunity for smaller commands.  While probably not somewhere the important proto-states would go to hire mercs, it might be a minor world at least.

The down side would be the Bad Omen getting smashed by the II Legio in '77 and abandoning the world.
Title: Re: Mercenary Hall
Post by: Klat on 17 September 2013, 23:29:06
Oh, been awhile since I was here... Look at all that dust.

Anyhow, what with the Field Manual out how's the merc market looking? Seems the Dragon is hiring and the Feds certainly look like they could use a little pick-me-up.

I've taken notice of the Steel Wolves recently; three quarters of a Cluster and right next to the Cappies; what's not to love?

Speaking of Liao, 'tis a real shame they stopped hiring. C'mon mercs, ya'll been too quiet as of late. What's up in 3145?
Title: Re: Mercenary Hall
Post by: Colt Ward on 18 September 2013, 00:01:12
Still leading up to the Jihad in my campaign, lol . . .

Though as I plan to be part of Operation Vijay, I expect to hurt some.
Title: Re: Mercenary Hall
Post by: Nav_Alpha on 18 September 2013, 03:58:31
Still leading up to the Jihad in my campaign, lol . . .

Though as I plan to be part of Operation Vijay, I expect to hurt some.

Considering you're burning in for Gibson, I dout many of you will see past the Jihad, Colt!  ;)



Oh, been awhile since I was here... Look at all that dust.

Anyhow, what with the Field Manual out how's the merc market looking? Seems the Dragon is hiring and the Feds certainly look like they could use a little pick-me-up.

I've taken notice of the Steel Wolves recently; three quarters of a Cluster and right next to the Cappies; what's not to love?

Speaking of Liao, 'tis a real shame they stopped hiring. C'mon mercs, ya'll been too quiet as of late. What's up in 3145?

I'm still running a Dark Age campaign - it's progressed fom 3132 to '35, with my friend and I about to switch the action to the Dragon's invasion of Prefecture III/II.

But I've set the stage for a lot more merc action now that the draconian Republic had withdrawn with all their pesky rules and regs about Mercs.

Title: Re: Mercenary Hall
Post by: Moonsword on 18 September 2013, 11:47:08
FM3145 makes it pretty clear that the Republic was out and out trying to depress the merc trade.  Loosening the regs is going to be helpful.  The part where the C-Bill is about to crash like a rock after Gray Monday, not so much.  FM3145 has some other interesting tidbits on the fiscal problems of your average merc these days.
Title: Re: Mercenary Hall
Post by: wolfgar on 18 September 2013, 16:04:52
if the contract gives me first pick of salvage or payment in parts equal to 60% of battlerom verified kill estimated salvage and its not to hard an op, i'll take the contract, i take payment in parts and food, not house scrip or C-bills
Title: Re: Mercenary Hall
Post by: truetanker on 18 September 2013, 17:39:18
Hey is DK69 still here? Haven't seen you lately, anyone?

TT
Title: Re: Mercenary Hall
Post by: Moonsword on 18 September 2013, 17:50:03
His profile says he was active as recently as last night.  If you're looking to get in touch with someone, frequently the best option is to send a PM.
Title: Re: Mercenary Hall
Post by: truetanker on 18 September 2013, 17:52:13
I know, just thought he might answer this himeself.

 O:-)
TT
Title: Re: Mercenary Hall
Post by: Moonsword on 18 September 2013, 17:56:34
I checked the wrong user.  Deathknight69 hasn't been here in about a week.

In any case, my point was that this is really very off-topic.  Back to the nice men being paid to point guns at people, please.
Title: Re: Mercenary Hall
Post by: truetanker on 18 September 2013, 18:56:13
You mean like those guys over there wearing nondescript clothing and sneak walking over here with large calibar handguns?

"Oh, hi."

* Truetanker runs away *

TT
Title: Re: Mercenary Hall
Post by: Colt Ward on 18 September 2013, 20:48:58
Yeah, the discussion a while back about the loss of HPGs facilitating interstellar banking, the c-bill as the standard, and the way mercenaries change locations frequently makes being paid difficult.  Especially if you are taking pay in a command economy (Yes, we are paying you in widgets . . . the contract was 20 million c-bills . . . each of those widgets is worth a million c-bills, Grand Duke Mao says so.) it can be difficult to get the value at the end of the contract, creating another way for the merc to be screwed.

Which means taking payment in high-value & low mass valuables will be the 3130 & 3140s way to go as we develop the timeframe.  Things like specialty liquor (200 year old scotch from Terra/Glengarry/Northwind/etc), vital industrial components (advanced computer systems?), industrial materials (silver/gold for circuits, pallandium or whatever, tungsten or titanium for machine tools?), water filtration systems (old school!) and of course military supplies.  Fresh food while on planet is also good, as long as it does not have a crazy mark up.

Another angle to the HPG crash, c-bill devaluation, and restriction of currencies is simply it will be hard to pay off a merc whose contract with the company expires or wants to buy out.  How does he take his assets with him?  How does he transfer his nest egg to another location?  How can he be paid off if the mercs are hauling goods taken as payment with them?

I think the scrounging administrator, the person with connections who can get the supplies will be the most important non-combat personnel during this period.
Title: Re: Mercenary Hall
Post by: Colt Ward on 18 September 2013, 22:34:37
To expand on my previous post . . .

If you are hauling your pay, either in bales of D-bills or high value items (aka LOOT), then you also have to protect it.  When you are on contract are you putting it in a bank?  Maybe if you are the garrison, but then how much time do you spend worrying about the bank being robbed- especially if a assault/raid group can learn where the stash is located?  What about if you are raiding, leaving those valuables on the dropships means the whole command is now looking over their shoulder to see if their stake is in danger.  And for the groups raiding on a planet with the boss providing the drop . . . how are they hauling their loot with them?  It offers the opportunity to set up some classical scenarios where flankers hit the camp behind a army which breaks up as individuals or groups try to secure their belongings from the flankers.

One other thing . . . as you are being paid for your military equipment, aside from the salvage clause I do not see mercs being paid in equipment, parts, or munitions- with no interstellar communications networks planetary governments/nobles/defenses are going to be hoarding it all.  Why would they pay you in the same coin they are buying?
Title: Re: Mercenary Hall
Post by: Tai Dai Cultist on 18 September 2013, 22:53:16
The things that made the 'golden age' for mercenaries possible:

1. A stable business climate.  That is, lots of fighting to be done, but little risk of any employer actually being conquered (and failing to be able to pay you). 
2. A credible grievance process.  ComStar was (somewhat) impartial but more importantly, sufficiently powerful to enforce reparations even against Great Houses in the event they badly mistreated their mercs.
3. A large enough pool of mercenaries to reach a critical mass where as a whole, they are able to collectively benefit from a mercenary trade.

3145 era has none of these (yet).  Any mercs we have are either startups or the rare exception that managed to survive from the golden age.  Until we get all 3, mercs will be expendable, poorly treated, and ill respected (compared to the golden age of the Succession Wars).  Mercs won't be able to call upon the logistical/support services available thrugh a Mercenary's Star.  They will have to rely more on luck and circumstance for contracts than reputation.  Etc.
Things are literally so bad that Kurita is the most attractive employer, at least until their fortunes of war change.
Title: Re: Mercenary Hall
Post by: Klat on 18 September 2013, 23:12:35
Kurita is the most attractive because they're paying well. Many large commands have been able to "write their checks" thanks to the high demand for mercs. The fighting may be savage and the stakes high but the work is there. Inflation and currency devaluation just means the terms are different.
Title: Re: Mercenary Hall
Post by: Tai Dai Cultist on 18 September 2013, 23:24:45
Kurita is the most attractive because they're paying well. Many large commands have been able to "write their checks" thanks to the high demand for mercs. The fighting may be savage and the stakes high but the work is there. Inflation and currency devaluation just means the terms are different.

Paying well, and winning.  Davion is also paying well, probably better.  But more mercs would rather take a pay cut to ensure they get that paycheck.. Davion's fatter contract won't do you any good if Liao or Kurita takes New Avalon.

Kurita's old tricks like "sending you on a surprise suicide mission" and the "company store" go much further back than the infamous "death to mercenaries" attitude they periodically revisit.  Says a lot of the business climate when risking these is the best of options available.
Title: Re: Mercenary Hall
Post by: Klat on 19 September 2013, 01:39:40
I think Kurita is a bit better than that thanks to Toranaga, but I don't really care to argue that point right now. I think I've interpreted what I've read differently and that's enough for me.

That said, the part you said about winning is spot on. If I'm looking for a contract I want to work where I've a good chance of living to spend my money.

EDIT: FWIW FM 3145 makes mention that the Dragon is offering better contract terms than most other realms.

EDIT 2 edit harder: Looking to FM 3145 it appears the Suns offer pretty good contracts, while the Lyrans offer simply amazing ones. The FWL sounds rather mediocre as does the Periphery. To me it sounds like Kurita is the best deal as the contracts probably aren't bad and you can reasonably expect to come home.
Title: Re: Mercenary Hall
Post by: Tai Dai Cultist on 19 September 2013, 11:17:58
I think Kurita is a bit better than that thanks to Toranaga, but I don't really care to argue that point right now. I think I've interpreted what I've read differently and that's enough for me.

I didn't mean to imply that Kurita is actively screwing all its mercs and they put up with it because it's better than working or the losing factions.

I meant every merc worries about those betrayals/traps, even if they're never employed.  And Kurita did the most screwing-over even back when there WAS a grievance process to redress it.  I wouldn't have any doubts whatsoever that the DCMS High Command is perfectly capable of executing some "you've failed me for the last time.." scheme on out-of-favor mercs.

Until those 3 points I listed earlier can be achieved/restored, merc work simply isn't 'honest' work.  It's an under-the-table enterprise where the employer holds all the leverage.
Title: Re: Mercenary Hall
Post by: Klat on 19 September 2013, 12:05:50
I didn't mean to imply that Kurita is actively screwing all its mercs and they put up with it because it's better than working or the losing factions.

I meant every merc worries about those betrayals/traps, even if they're never employed.  And Kurita did the most screwing-over even back when there WAS a grievance process to redress it.  I wouldn't have any doubts whatsoever that the DCMS High Command is perfectly capable of executing some "you've failed me for the last time.." scheme on out-of-favor mercs.

Until those 3 points I listed earlier can be achieved/restored, merc work simply isn't 'honest' work.  It's an under-the-table enterprise where the employer holds all the leverage.

Personally I don't like any regulatory body like the MRBC; the lack of regulation in this era is a good thing IMHO. While I acknowledge the potential for underhandedness for me it's an overused stereotype of an earlier Kurita; not that I said that upthread when I should have. I tend to think everyone is psychic and can read my thoughts, sorry about that.

There's a fair amount of RPG potential with the sneaky Kurita stereotype, I've used it many times as a GM. I suppose I've just grown weary of it. The employer I'd have my eye on now would be the Lyrans; if the contract looks too good to be true you know they're up to something.
Title: Re: Mercenary Hall
Post by: roosterboy on 19 September 2013, 13:02:55
Looking to FM 3145 it appears the Suns offer pretty good contracts, while the Lyrans offer simply amazing ones.

Yeah, until they ****** you over and leave you hanging in the face of a Clan assault.
Title: Re: Mercenary Hall
Post by: Klat on 19 September 2013, 13:05:01
Yeah, until they ****** you over and leave you hanging in the face of a Clan assault.

Yeah, they'd never do that! If the contract looks too good to be true...
Title: Re: Mercenary Hall
Post by: Jaim Magnus on 19 September 2013, 13:05:39
Yeah, until they ****** you over and leave you hanging in the face of a Clan assault.

That does sour the deal.  They may offer nice incentives, but that doesn't matter if you're a little too dead to enjoy them.
Title: Re: Mercenary Hall
Post by: Klat on 19 September 2013, 13:09:46
That does sour the deal.  They may offer nice incentives, but that doesn't matter if you're a little too dead to enjoy them.

I bet the Archon had life insurance policies on everyone in the ELH... Had to recoup those ComStar loses somehow.
Title: Re: Mercenary Hall
Post by: Nav_Alpha on 19 September 2013, 18:50:39
Yeah, until they ****** you over and leave you hanging in the face of a Clan assault.

"Remember the Light Horse!", becomes the catch cry of ever exploited, out of pocket and swindled merc everywhere
Title: Re: Mercenary Hall
Post by: Molossian Dog IIC on 19 September 2013, 19:06:23
If you are hauling your pay...then you also have to protect it. When you are on contract are you putting it in a bank?...
(http://i364.photobucket.com/albums/oo85/Molossian_Dog_IIC/The%20Shack/kanye-west-gold-teeth_zps32cc3ac3.jpg) (http://s364.photobucket.com/user/Molossian_Dog_IIC/media/The%20Shack/kanye-west-gold-teeth_zps32cc3ac3.jpg.html)

Alternatively you do it like the Landsknechts and use the crotch bag.
Title: Re: Mercenary Hall
Post by: wolfgar on 19 September 2013, 19:27:01
the thing is if its in your dropship you have to protect it anyway, its your transportation.
Title: Re: Mercenary Hall
Post by: Colt Ward on 21 October 2013, 04:51:43
Anyone with a jumpship have assault dropships as part of their force?  I just ran a interception scenario as can be seen in the AT board discussion where my aerospace forces hit some defenders returning from a raiding mission.

While losing two ASF out of ten is not bad, especially as they are lights, they are a good trade for a Union dropship loaded with a heavy company of mechs.  My Fortress being the heaviest hitter took enough nose armor damage to get into the single digits, but it kept the internals protected and scooted off before taking more.  One interception fight neutered the enemy aerospace with four fighters badly damaged and two of the three combat transports critically damaged.

Of course this made me think of the best way to prevent it from happening to my forces . . . which would be assault dropships, or later PWS if they could be had.  FM Mercs (R) places the Avenger as a 12 on the RAT and is the only outright assault dropship on the list.  It also does not have a RAT for small craft, which is interesting as they are now sort of 'gunboats.'

The expanded THN list for creation has other dropships such as Achilles (12/14), Avenger (11/15), Kuan Ti (15), Lung Wang (15/no P2), Rose (16), Nagumo (16), Union-X (18), Overlord A-3 (19), and Claymore (16) available if those numbers are rolled.  With the Jihad, we have even more designs being built and possibly available depending upon position and what happens.

Does your mercs have any assault dropships to escort your ground forces?
Title: Re: Mercenary Hall
Post by: truetanker on 21 October 2013, 17:15:55
Yes, but only if I ca get the BV for it. Otherwise I roll with what I get.

Now in my AU, I have a few favorites I use.

TT
Title: Re: Mercenary Hall
Post by: Colt Ward on 21 October 2013, 17:27:55
More for RP-playing than straight BV matches . . . just like I previously mentioned about infantry and needing more of it after getting into a city fight.  Thinking about something to punch against dropships and ASF if I ever have a contested landing.
Title: Re: Mercenary Hall
Post by: Colt Ward on 22 October 2013, 10:07:42
Another topic idea . . .

ER & FM 3145 only give us so many Merc units . . . and we know more exist from the MWDA novels and from the TRO fluff such as the Condottiere.

Anyone care to list more?

Magen David- Interestingly sounds like a merc BA unit . . . in the employ of the Cappies to invade the Republic.  Notable pilot Colonel Israel Rabin for the Spectre suit is the mention.

Kaiman's Islanders- Mixed arms battalion operating around MC, MH and RC in 3139, Mad Dog IV entry Leftenant Winifred Horne notable pilot.

Green Machine-  Last noted in 3137 and at least in the employ of the Calderon Protectorate since 3117, Hound entry and notable pilot.

Mauna Kea Escort Command-  Condottiere entry, no dates mentioned

92nd Hessian Guards-  Commander rides a Centurion Omni, battalion is made up of hovertanks and armored infantry, notable pilot entry.

Halsey's White Hammers-  Mercenary aerospace wing, commander pilots a Rondel and was formerly with the 1FSAC.
Title: Re: Mercenary Hall
Post by: roosterboy on 22 October 2013, 15:38:08
A list I compiled a (long) while back. Obviously, some of this data needs to be updated due to the subsequent publication of the 3145 ER, FM and TR. I'll leave that to some other enterprising soul.

Title: Re: Mercenary Hall
Post by: foxbat on 23 October 2013, 01:56:59
Going to ask, if I may? No word on the Black Cats anywhere?
Title: Re: Mercenary Hall
Post by: Archangel on 23 October 2013, 12:52:59
Going to ask, if I may? No word on the Black Cats anywhere?

Guess they ran outta luck.
Title: Re: Mercenary Hall
Post by: Nav_Alpha on 23 October 2013, 15:55:55
Guess they ran outta luck.


"Nine lives won't stop a gauss round" - unknown mercenary commander, Sheratan, 3071
Title: Re: Mercenary Hall
Post by: Wrangler on 23 October 2013, 19:06:48
I thought the Black Cats were changed into a Battalion and training one at that.
Title: Re: Mercenary Hall
Post by: roosterboy on 23 October 2013, 19:45:49
I thought the Black Cats were changed into a Battalion and training one at that.

You're probably thinking of Wolf's Dragoons' Black Cats Battalion, which is part of Alpha, is not a training unit, and is different from the Black Cats mercenary outfit.
Title: Re: Mercenary Hall
Post by: roosterboy on 23 October 2013, 19:46:39
oops
Title: Re: Mercenary Hall
Post by: Archangel on 23 October 2013, 23:44:09
Is it explained how Bronson's Horde avoided being destroyed?  I mean they already had a bad reputation before the Jihad, their actions during the Jihad did nothing to improve it and then they were rendered combat ineffective before the Blakist forces were forced to withdraw.
Title: Re: Mercenary Hall
Post by: foxbat on 24 October 2013, 02:00:15
They have had ample time to rebuild since then, perhaps a tale will be told.  ;)

Ah, and I won't stop hoping the Black Cats managed to survive. At any rate, since they're a purely conventional infantry outfit, they would not be too hard to rebuild.
Title: Re: Mercenary Hall
Post by: Deadborder on 24 October 2013, 16:14:30
They have had ample time to rebuild since then, perhaps a tale will be told.  ;)

Ah, and I won't stop hoping the Black Cats managed to survive. At any rate, since they're a purely conventional infantry outfit, they would not be too hard to rebuild.

How to rebuild your infantry unit:

1) Go through Outreach/Galatea/Hiring hall of your choice looking for the poor, desperate, bankrupt, dispossessed and the like

2) Give them uniforms and/or guns

Congratulations, you now have an infantry mercenary unit.
Title: Re: Mercenary Hall
Post by: Nav_Alpha on 24 October 2013, 17:28:49
What that will give you is a rabble. It's easy to dismiss PBI as just a couple guys with rifles, but it's so not true. Even in the days of mechs a lot of training and hard work goes into creating real infantry.

And they're always needed: until a Battlemech, tank or drone can bust into a bunker, kill the enemy without killing the frendlies, you'll need the PBI
Title: Re: Mercenary Hall
Post by: wolfgar on 24 October 2013, 18:35:18
agreed, which is why i prefer periphery militia for PBI
Title: Re: Mercenary Hall
Post by: Nav_Alpha on 24 October 2013, 20:05:29
agreed, which is why i prefer periphery militia for PBI

Have you used the Taurian militia from TRO: 3085? They're supposed yo be third class reservists defending their houses.
But their light SRM and Zeus rifle combos are brutal on other infantry and light armour. Of course, they have the survival rate of chocolate cake at a weigh watchers meeting...

I'm using them to portray former CCAF Home Guard turned Republic Standing Guard in a 3085 campaign. Basically plonk them down in a village with plenty of cover and nice fire lanes and they will do wonders
Title: Re: Mercenary Hall
Post by: Archangel on 24 October 2013, 20:40:13
They have had ample time to rebuild since then, perhaps a tale will be told.  ;)

Hard to rebuild with a price on your head and no safe haven.
Title: Re: Mercenary Hall
Post by: foxbat on 25 October 2013, 02:10:17
Hard to rebuild with a price on your head and no safe haven.

 Hmm, I'll confess my ignorance here. I'd love to read this tale, where did you find it? (that is, if you were not speaking in a general way)
Title: Re: Mercenary Hall
Post by: Archangel on 25 October 2013, 05:37:33
Hmm, I'll confess my ignorance here. I'd love to read this tale, where did you find it? (that is, if you were not speaking in a general way)

Price on their heads - Wanted by the MRBC, the RotS and the Federated Suns.
No safe haven - With the Word of Blake defeated or in hiding, not a lot of states are going to give sanctuary to a unit had a questionable reputation even before they sided with the WoB and became wanted for war crimes.
Title: Re: Mercenary Hall
Post by: Adacas on 30 October 2013, 15:20:09
Dagen's Daggers: Employees by House Steiner as escorting convoys of J-27 near its border with the Periphery during the decade from 3108 to 3118, is suspected of complicity with some pirate gangs after its 10-year contract abandonment space Steiner. Unit mostly infantry, tanks and support weapons
Black Daisy:  Mercenary Unit serving the FWL, currently located near the border with the  Wolf Empire
Bugmen's: Lance Recognition, specialized in ambushes employed by the Lyran Alliance
The Undead: Mercenary Unit with many accusations of piracy, in these times have signed a contract with the Federation of Suns



TRO Mercenaries - 3145
Title: Re: Mercenary Hall
Post by: Klat on 30 October 2013, 22:36:56
Good find Adacas, thanks. I'll have to check the other TROs when I get a chance. That said, where are the 21st Centauri Lancers?
Title: Re: Mercenary Hall
Post by: Adacas on 31 October 2013, 10:17:25
According to what we discussed above I think more are under contract Towne in 3132 after that I do not know
Title: Re: Mercenary Hall
Post by: blackwizards on 04 November 2013, 23:23:22
Hard to rebuild with a price on your head and no safe haven.

The same way pirates do.
Title: Re: Mercenary Hall
Post by: Archangel on 05 November 2013, 00:46:02
The same way pirates do.

Which would make it nearly impossible for the unit to rejoin the ranks of legitimate mercenaries especially after the Malagrotta incident.  And of course there is the history of contract breaches, they sided with the Blakists during the Jihad and were wanted (at the very least) by the Marian Hegemony, the MRBC and the FedSuns.
Title: Re: Mercenary Hall
Post by: tapdancingbeavers on 06 November 2013, 01:09:03
No mention of the best merc unit?  ;)  Skibinski's Salvage was on New Earth extracting the 'mechs and bodies of Pinky's Irregulars according to TRO3085 supplemental (Fwltur salvagemech).
Title: Re: Mercenary Hall
Post by: Archangel on 06 November 2013, 01:15:26
No mention of the best merc unit?  ;)  Skibinski's Salvage was on New Earth extracting the 'mechs and bodies of Pinky's Irregulars according to TRO3085 supplemental (Fwltur salvagemech).

Well apparently they tried to conduct a salvage operation on Taussen and the local inhabitants took exception to it.   >:D

Have no idea.  Might have slipped through the cracks because they aren't considered a "fighting" unit, signed on permanently with a Great House or Defiance Industries or broke up after Skibinski retired (died?).
Title: Re: Mercenary Hall
Post by: Adacas on 06 November 2013, 07:53:38
Other Merc Unit  Hector Hooligans listed in the fluff of Seleucus Class Dropship Marik TRO page 50, are involved in the assault and capture Oliver a production plant liran orbital apparently have a very good group of infantry in BattleArmor military action was in 3120.
Al Tar’s Askaris: Mercenary unit owns a Scout Marten flight Vtol, mercenary unit task-oriented support and escort personnel evacuation, apparently use conventional units. Tanks, Infantery and VTOLs. A serviced Davion and Marik-Stewart Capella against Wolf Empire. It is mentioned in the Marten Fluff Scout Vtol - TRO Davion Page 12.
Vanir Legion: Mercenary Unit serving in the House Steiner said Fluff combated the Sniper Artillery in the Royal Arc against the Jade Falcons where artillery section stood out in the action against the Jade Falcons units - TRO Davion Page 24
Whiteout Brigade: Small mercenary unit in the service of House Davion mentioned in the fluff of Paladin Defense System, TRO Davion - Page 26
Wicked White Knights: Mercenary unit serving Davion House that he fought with little luck to the forces of the Republic in Fallon II against all odds part of the mercenary unit achievement flee the system, including an Atlas III. It is mentioned in the fluff of the Atlas III - Davion TRO page 48.
Bigfoot’s Bruisers: Mercenary unit serving Steiner House, performs tasks of defense and raids on the border with the Duchy of Tamarind / Abbey mentioned in the fluff of Mech Avalanche - TRO Kurita - page 34
Gannon's Cannons:Mercenary unit serving House Kurita, participate in making Pike IV against the Republic and then participated in a raid against Ghost Bear Dominion territory, suffering heavy casualties despite that the unit is piecing forces with equipment purchases to House Kurita - TRO Kurita - Page 38 of Fluff Exhumer  EXR-2X
Title: Re: Mercenary Hall
Post by: ArkRoyalRavager on 06 November 2013, 11:38:47
Thompson's August Warriors: Destroyed on Victoria during Victoria War after brutal scorched-earth tactics piss off the AFFS. Only a lance of Firestarters survived to get off-world.

Holt's Hilltoppers: Left CCAF service to sign up with AFFS prior to Victoria War. Won a battle against Lethal Injection to take Jacson during said War.
Title: Re: Mercenary Hall
Post by: Rothgar on 06 November 2013, 17:49:39
Anyone know what the current statis is of The Krushers? I see that they survived the Jihad, and were lead by the Duchess of Augustine (Kristen's daughter and heir Alys). I am having trouble finding if they are still mercs or if they became a house unit of sorts.
Title: Re: Mercenary Hall
Post by: Colt Ward on 06 November 2013, 17:52:32
Hmm . . . thought they had some ties to Tamarind, after all Brett saved their arse.
Title: Re: Mercenary Hall
Post by: truetanker on 06 November 2013, 18:05:55
Alys refuses to allow anyone but her to contract them out, and as of '79 they were at 50% strength.

So in a sense, a House unit.

TT
Title: Re: Mercenary Hall
Post by: Archangel on 06 November 2013, 18:43:59
Well by 3085 they had joined the RAF.
Title: Re: Mercenary Hall
Post by: Nav_Alpha on 06 November 2013, 19:44:40
Well by 3085 they had joined the RAF.

They are one of the Marik units "gifted" to the Republic, along with the 12th Atrean Dragoons, etc.
Alyssa is also one of Stone's first paladins.

No idea what unit the Krushers were eventually folded into - some of the other gifted units get a quick write up in FM: 3085 (the 12tj Dragoons and 5th FWL Guards make up a large proportion of the V Pricepes but I don't know if the Krushers get a mention
Title: Re: Mercenary Hall
Post by: Adacas on 07 November 2013, 09:31:18
Mercenaries List 3145 UPDATE

21st Centauri Lancers: operate off of Galatea; raid Marik-Stewart Commonwealth under Lyran employ in 3130; hired to defend by Towne after HPG crash in 3132;
Al Tar’s Askaris: Mercenary unit owns a Scout Marten flight Vtol, mercenary unit task-oriented support and escort personnel evacuation, apparently use conventional units. Tanks, Infantery and VTOLs. A serviced Davion and Marik-Stewart Capella against Wolf Empire. It is mentioned in the Marten Fluff Scout Vtol - TRO Davion Page 12.
Avanti's Angels: mentioned in one pilot card; Heather GioAvanti was a merc commander before becoming a Paladin and is said to have created a rift with her family over that choice; likely she was a member of Avanti's Angels?
Bannockburn's Bandits: known for use of fast-moving strike-and-fade tactics; specialize at hitting enemy flank; also, infiltrating to rear of enemy to demoralize before battle;
Bigfoot’s Bruisers: Mercenary unit serving Steiner House, performs tasks of defense and raids on the border with the Duchy of Tamarind / Abbey mentioned in the fluff of Mech Avalanche - TRO Kurita - page 34
Black Horse Dragoons: recruiting former RAF MechWarriors on Genoa in March 3136; sounds like a new unit;
Blackjack's Renegades: advertised in June 3136 as "a cost effective mercenary unit with the reliability of units like Wolf's Dragoons";
Black Daisy:  Mercenary Unit serving the FWL, currently located near the border with the  Wolf Empire
Bradone's Badgers: apparently a low-rent unit with discipline problems; battalion-sized; Animal, Beast and Demon company; at least part of the unit is absorbed into La Blon Djinns during Wolf invasion of Republic;
Brimstone: Brimstone is a small mercenary band specializing in incendiary warfare. Their merciless tactics spare no target, from civilian housing to legitimate military targets work to House Steiner TRO Steiner
Bronson's Horde: feud with ELH continues to 3130s;
Burr's Cobras: working for House Liao in early 3135; hired off of Westerhand;
Bugmen's: Lance Recognition, specialized in ambushes employed by the Lyran Alliance
Caesar's Cohorts: "specialize in moving in formation at speed, staying close to one another so that they can provide cover fire for their companions";
Carter's Corsairs: work for Senate rebellion in September 3135; silver-blue paint scheme; 'Mech and vehicle (including VTOL) assets;
Cassanova's Castoffs: formed in early May 3136; "security professionals for hire"; have 'Mechs; offer "pro bono" services; "Not all mercs put the paycheck first when lives are on the line";
Colton's Screaming Demons: long on self-promotion, short on combat experience; CO Aynn Colton is loud-mouthed, posturing, brash woman; battalion-sized, with 'Mech and armor assets; three 'Mech companies-one each of lights, mediums and heavies-plus a command lance of heavies and mediums; equipment poorly maintained, troops undersupplied, officers make rank by sucking up to Colton; during Wolf invasion of Republic, Demons defeated by Alaric Wolf's forces; Colton survives and becomes media commentator; remaining Demons utterly destroyed in later battle;
Cyclops Company: "relatively new" in 3137; commanded by "One-Eyed" Jack Farrell; all members very good techs too;
Dagen's Daggers: Employees by House Steiner as escorting convoys of J-27 near its border with the Periphery during the decade from 3108 to 3118, is suspected of complicity with some pirate gangs after its 10-year contract abandonment space Steiner. Unit mostly infantry, tanks and support weapons
Eridani Light Horse: still on lookout for Star League to rise again; stationed on Spica in 3130; hired by planet Woodstock circa 3132 to defend against rumored Steel Wolf raids; raids never materialized and contract expired; Woodstock tried to negotiate lower payoff; MRBC got involved but Woodstock claimed they were biased; ELH objects and accused of threatening Woodstock government; Paladin Heather GioAvanti called in to mediate;
Exterminators, The: advertised in February 3136 as "a skilled counterinsurgency force at a bargain rate";
Fighting Intellectuals: employed by House Kurita sometime in early 3100s; fight against House Liao sometime in late 3120s or early 3130s;
Firing Squad, The: small unit; operate out of Outreach; renowned throughout Inner Sphere for skill with C3i;
Ford's Falcon-Killers: split from Northwind Highlanders when they joined the Republic; lots of experience fighting against Jade Falcons; good at countering Falcon speed;
Gannon's Cannons:Mercenary unit serving House Kurita, participate in making Pike IV against the Republic and then participated in a raid against Ghost Bear Dominion territory, suffering heavy casualties despite that the unit is piecing forces with equipment purchases to House Kurita - TRO Kurita - Page 38 of Fluff Exhumer  EXR-2X
Green Machine, The: reputation for being "on the ropes" financially;
Hansen's Roughriders: commanded by Colonel Ludwig Hansen V in 3134; hired to raid Alkalurops as unwitting part of scheme to conquer it by an unscrupulous businessmen;
Hector Hooligans listed in the fluff of Seleucus Class Dropship Marik TRO page 50, are involved in the assault and capture Oliver a production plant liran orbital apparently have a very good group of infantry in BattleArmor military action was in 3120.
Holt's Hilltoppers: Left CCAF service to sign up with AFFS prior to Victoria War. Won a battle against Lethal Injection to take Jacson during said War.
Jamison's Juggernauts: commanded by Colonel Jerry Jamison; based off of Galatea; 'Mech and armor assets; joined by a Nova of former Steel Wolves after Anastasia Kerensky forms Wolf Hunters;
Kell Hounds: commander in 3132 possibly one Evan Kell; Callandre "Calamity" Kell is a tanker in the unit; defend against Jade Falcon incursion in 3142; either the command company or the entire unit wiped out on Timkovichi in 3142 by orbital bombardment (source isn't clear on just how much of the unit was destroyed);
Kirkpatrick's Invaders: worked for Lyran Commonwealth along Marik border in 3120s; in 3135, raid cemetary on Moore to dig up casket from grave marked "Stevens"; battalion-sized; use Longinus and Cavalier battle armor; working with Yeska Rivera to uncover Brooklyn Stevens history; fought against Cult of Apollyon fighters in Augustine system in June 3136;
Knutson's Rangers: formed in 3133 from remnants of Isabel Siwek's mercenaries after their defeat by Republic Knights on Basalt; commander is Kim Knutson, who pilots a Pack Hunter; due to their participation in an attempt to overthrow Basalt's government, they serve ten years of service in the Basalt Militia in exchange for full pardons; those without it will also earn Republic citizenship;
Long Striders, The: working for House Liao in early 3135; hired off of Westerhand;
Pandora's Box: over 50 years in the merc business as of March 3136; operate out of Irian;
Periphery Pirate Corps: advertised in April 3136 as having "affordable rates, equal opportunity firepower"; from their ad, they'll conduct raids or work defense;
Queen’s Gambit: Small Mercenary unit work in ARC Royal Cordon
Reel's Roughriders: "a small group of versatile and eager mercenaries"; apparently commanded by the Sohnle family;
Rock Brigade: founded in 3110s by LCAF vet Eli Zondervan; in long-term contract to Lyran Commonwealth; consists of: 1 mixed-weight 'Mech company, 1 heavy 'Mech company, 1 mixed vehicle company (long-range combat and support mostly), 2-4 mixed infantry platoons, 5 medium aerospace fighters, 1 Invader-class JumpShip, 2 obsolete Union-class DropShips; started as single lance, reached battalion size circa 3131; have been used for garrions, support and cleanup duties but never participated in major campaign; space assets at least 85% operational, acquired circa 3131; no apparent centralized base of operations; dependents on multiple worlds; operate more as a House unit than mercs; depart on secret mission in January 3135, return in September with high casualties; by March 3136, back at about 90% operational capacity; lots of new members, probable issues with unit cohesion and morale; Zondervan pilots 250-year-old Cyclops he calls "Einstein"; go out on long-term mission in April/May 3136;
Ronin, The: xenophobic and very distrusting of outsiders;
Seraphim Mercenary Command: advertised in May 3136 as "specialists in orbital insertion and zero-G 'Mech and battle armor operations"; have their own DropShip; based out of Solaris VII;
Steel Trap: company in size; work for Irian in early 3136 to smash smuggling ring operating on Miaplacidus;
Steel Wolf Corps: formed by Steel Wolves who left when Anastasia Kerensky formed the Wolf Hunters; see separate profile
Steel Wolves: formed by Steel Wolves who left when Anastasia Kerensky formed the Wolf Hunters; see separate profile
Storm Chasers: work for Senate rebellion in September 3135; blue and gray thundercloud paint scheme; 'Mech and vehicle assets; commanded by a Captain Kremmens in an Ocelot;
The Undead: Mercenary Unit with many accusations of piracy, in these times have signed a contract with the Federation of Suns
Thompson's August Warriors: Destroyed on Victoria during Victoria War after brutal scorched-earth tactics piss off the AFFS. Only a lance of Firestarters survived to get off-world.
Uziel's Aces: recruiting in April 3136; new unit? based out of Galatea;
Vanir Legion: Mercenary Unit serving in the House Steiner said Fluff combated the Sniper Artillery in the Royal Arc against the Jade Falcons where artillery section stood out in the action against the Jade Falcons units - TRO Davion Page 24
Wolf Hunters: Ranks made from remaining Steel Wolves plus recruits from Galatea. They also pick up recruits from their first contract on Irian. Presumably, this would be the case for every contract. After initial culling of personnel, Hunters field approximately a battalion. Few aerospace assets. By January 3137, they consist of a combined-arms battalion: 1 company of medium and heavy 'Mechs, 1 mobile artillery company, 1 fast strike company of light 'Mechs and small troop carriers, 1 company of infantry.
Whiteout Brigade: Small mercenary unit in the service of House Davion mentioned in the fluff of Paladin Defense System, TRO Davion - Page 26
Wicked White Knights: Mercenary unit serving Davion House that he fought with little luck to the forces of the Republic in Fallon II against all odds part of the mercenary unit achievement flee the system, including an Atlas III. It is mentioned in the fluff of the Atlas III - Davion TRO page 48.
Wolf's Dragoons: based on Zanderij in 3130; under long-term contract to House Steiner; fighting in no-man's land between Commonwealth and Jade Falcons; still maintain Clan customs like taking bondsmen; Dragoons elements help Spirit Cats take Outreach in 3133; not clear how big the Dragoons are in Dark Age; evidence for Alpha, Beta, Gamma and Delta Regiments, plus Wolf Spiders independent company and possibly Black Cats independent battalion; retired Dragoons often get teaching jobs at academy on Arc-Royal;
Wrathful Privateers: Anti-Pirate Unit  job Lyran in 3140 near frontier Rim Collection TRO 3145 Page 140
Yoland's Raiders: formed from troops abandoned by Bannson's Raiders on Athenry in 3136; Captain Josef Yoland proposed that if they got off the planet, they form their own merc unit; unknown if this actually came to pass;





Title: Re: Mercenary Hall
Post by: Klat on 04 December 2013, 19:00:15
Black Horse Dragoons: recruiting former RAF MechWarriors on Genoa in March 3136; sounds like a new unit;

A big thanks for the list. I'd like to know what source the above came from.
Title: Re: Mercenary Hall
Post by: Nav_Alpha on 04 December 2013, 21:25:19
A big thanks for the list. I'd like to know what source the above came from.

The Levin's List 3136 doc that can be downloaded here.
Title: Re: Mercenary Hall
Post by: Klat on 05 December 2013, 02:24:49
The Levin's List 3136 doc that can be downloaded here.

Thank you, that document is certainly interesting.

Genoa of all places? I wonder who they signed on with; Liao would certainly be interesting.
Title: Re: Mercenary Hall
Post by: Nav_Alpha on 05 December 2013, 03:55:48
Thank you, that document is certainly interesting.

Genoa of all places? I wonder who they signed on with; Liao would certainly be interesting.

Had Genoa fallen to Liao then? From memory it served as the focus of the RAF forces after Liao was captured. And it was still held by the republic in 3135, so it's highly likely that when that list went live it was still the last bastion of the republic
Title: Re: Mercenary Hall
Post by: ArkRoyalRavager on 05 December 2013, 08:36:23
Genoa was conquered by the Cappies after Fortress Republic, and is now in their Tikonov Commonality.
Title: Re: Mercenary Hall
Post by: Nav_Alpha on 05 December 2013, 16:46:47
Genoa was conquered by the Cappies after Fortress Republic, and is now in their Tikonov Commonality.

So you can presume that for several months, maybe even a year after Fortress it was still serving as the focus of Republic resistance.
By temptations and by war tells us the troops from Liao fell back to use it as a staging world
Title: Re: Mercenary Hall
Post by: Deadborder on 09 December 2013, 23:20:16
I'm filling out the roster for a 3145-era merc unit and need some advice on Droppers. They boast a company of 'Mechs, 2 lances of Vees (1 light, 1 heavy), 4 squads of Battle Armour and 2 ASFs, as well as miscellaneous support vehicle assets. I'm looking for a ship or two that would be reasonably available and be able to haul all that around.
Title: Re: Mercenary Hall
Post by: Colt Ward on 09 December 2013, 23:36:49
Of course there is the old standard, a obsolete Overlord modified to carry a combined arms company.

A few other choices would be a modified obsolete Triumph, perhaps the Assault Triumph if you wish to face questions about WoB gear, Command Dictator from the Canopian stash or a civilian model.
Title: Re: Mercenary Hall
Post by: Klat on 09 December 2013, 23:40:25
I'm filling out the roster for a 3145-era merc unit and need some advice on Droppers. They boast a company of 'Mechs, 2 lances of Vees (1 light, 1 heavy), 4 squads of Battle Armour and 2 ASFs, as well as miscellaneous support vehicle assets. I'm looking for a ship or two that would be reasonably available and be able to haul all that around.

Trutzburg would take care of some, though certainly not all of that. You'd have arty and space for more ASFs later but you'd still need a transport for those vees and a squad of BA. Maybe, transport some of it as cargo in a Trojan?

I'll have to think on this...
Title: Re: Mercenary Hall
Post by: Nav_Alpha on 10 December 2013, 01:37:06
Trutzburg would take care of some, though certainly not all of that. You'd have arty and space for more ASFs later but you'd still need a transport for those vees and a squad of BA. Maybe, transport some of it as cargo in a Trojan?

I'll have to think on this...

Yeah, I'd echo Trutzburg - that gives you mechs, BA and six fighter spot. Team it with a converted Union to house the vehicles?
Or a pair of Auroras? That gives you some decent flexibility.
Just looking through the Trutzbury now.... I think I'm a little in love
Title: Re: Mercenary Hall
Post by: Klat on 10 December 2013, 02:15:51
Yeah, I'd echo Trutzburg - that gives you mechs, BA and six fighter spot. Team it with a converted Union to house the vehicles?
Or a pair of Auroras? That gives you some decent flexibility.
Just looking through the Trutzbury now.... I think I'm a little in love

Yeah the Trutzburg is pretty nice. It also shows up on the MUL as available to mercs sometime before 3145. I plan on using one for my 3145 mercs loaded with Infiltrator Mk. II (Magnetic) BA  >:D

EDIT: A quick addendum to my comments about the Trutzburg: it can hold four BA squads.
Title: Re: Mercenary Hall
Post by: Colt Ward on 10 December 2013, 04:53:42
You could always go with the poor man trying to make good option- a freighter.  Only have to make sure of one thing, if the ship takes you out into the black, that it will bring you back.  And no Capsan engines, they fall right out of the sky.
Title: Re: Mercenary Hall
Post by: Klat on 10 December 2013, 12:11:15
I think Nav_Alpha is onto something with his Aurora idea; a Trutzburg and two Auroras could move everything with room to spare while providing plenty of cargo space. The Trutzburg could hot drop 'Mechs and provide arty to establish an LZ for the Auroras. Depending on force composition three BA squads could be mechanized while the fourth provides security.
Title: Re: Mercenary Hall
Post by: wolfgar on 10 December 2013, 12:25:03
Union and a leopard if you're willing to use two dropships
Title: Re: Mercenary Hall
Post by: Nav_Alpha on 10 December 2013, 17:53:17
I think Nav_Alpha is onto something with his Aurora idea; a Trutzburg and two Auroras could move everything with room to spare while providing plenty of cargo space. The Trutzburg could hot drop 'Mechs and provide arty to establish an LZ for the Auroras. Depending on force composition three BA squads could be mechanized while the fourth provides security.

You got me thinking now Klat - what kind of BA would mercs use in the Dark Age? I'm keen to make use of some of the new BA units that have just come out.
Title: Re: Mercenary Hall
Post by: Colt Ward on 10 December 2013, 18:04:22
Ogre is supposed to be everywhere- a Regulan export product.  Go look at the discussion in the article thread, IMO it is one you can do a lot with even as a heavy.  The Spectre is specifically mentioned as being sold to mercs.  PA(L) and industrial exoskeletons are also used, then you get into some of the old BA such as GDL Standards, IS Standards, Asterion/Theseus, and Clan Battle Armor which are on the market.  Then you also have the faction specific . . . I mean, if you were a BA regiment, would you rather work for the FedSuns to get access to Infiltrator Mk II, Grenadier and Hauberk or say the MSC . . . which had trouble producing enough to fill its own ranks?

Lol, first the FedSuns to get the inventory then the MSC for extortionate rates IMO.
Title: Re: Mercenary Hall
Post by: Nav_Alpha on 10 December 2013, 20:27:47
I'm thinking a former RAF or Republic militia unit gone freelance - so maybe a mix of merc designs as some Republic tech.
Maybe Gray Death Infiltrators for the most part, backed by many by squad or two of Ogres and Grenadiers?
Title: Re: Mercenary Hall
Post by: Colt Ward on 10 December 2013, 20:45:03
Jumpy enough?  If they were based off a intact command, I would expect a spread of suits- scout, line and assault with maybe their transport mixed in.  I have been toying with making a Mobile Infantry merc unit- Everybody Fights.
Title: Re: Mercenary Hall
Post by: Nav_Alpha on 10 December 2013, 22:32:45
Jumpy enough?  If they were based off a intact command, I would expect a spread of suits- scout, line and assault with maybe their transport mixed in.  I have been toying with making a Mobile Infantry merc unit- Everybody Fights.

Rico's Roughnecks?
Not a bad idea - and makes sense. TRO: 3145 Republic mentions a company sized BA merc unit operating as commandos and light infantry for hire
Title: Re: Mercenary Hall
Post by: Colt Ward on 11 December 2013, 01:36:20
After the setting rule of mechs being the most versatile units, BA are second IMO.  So yeah, if Stone is really watching mech and mech formations then perhaps BA sneak in under the radar . . .

And, I was meaning a regiment called Mobile Infantry.  I will post a link to the fan boards for it, lol.
Title: Re: Mercenary Hall
Post by: Nav_Alpha on 11 December 2013, 04:20:41
I think Nav_Alpha is onto something with his Aurora idea; a Trutzburg and two Auroras could move everything with room to spare while providing plenty of cargo space. The Trutzburg could hot drop 'Mechs and provide arty to establish an LZ for the Auroras. Depending on force composition three BA squads could be mechanized while the fourth provides security.

So all this talk got me interested and I ended up rolling up the following unit. I'm tossing around the idea of playing through the 3137 Wolf Incursion into the Republic's Prefecture IX and might use these mercs as a part of it:

Command lance:
HD-2F  Hound
CRN-7M Carronade
Black Hawk (standard)
HWK-4F HawkWolf

Fire lance
EXR-39 Exhumer
F29-M4 Firestarter
STM-R1 Storm Raider
UZL-8S Uziel

Heavy BA platoon
Grenadier BA squad
Marauder (standard) BA squad

BA platoon
Giggins APC:
+ Gray Death infiltrator (firedrake)
+ Gray Death infiltrator (firedrake)

Skirmisher lance
Scimitar MKii
Scimitar MKii
Scimitar MKii
Scimitar MKii

Urban ops lance
DI Schmitt
Partisan AA Tank
Demon Medium Tank
Demon Medium Tank

Air support
Picaroon Aerospace fighter

With a Trutzburg and two Auroras - mechs, BA and the AF in the Trutzburg, along with the Giggins shoehorned into a mech cubicle, while the two vehicle lances are deployed independently in the Auroras.
I'm thinking heavy strikers - with the mechs and the BAs moving quickly to trouble spots while the Scimitars range far and wide. The urban ops anf heavy BA platoons are used more  for dropship defence and hardened defence

EDIT - just realised the Ogre isn't really seen outside of the FWL So i decided to swap that squad for a Marauder squad. They're pretty common on the merc market and best of all - they've got Mag clamps. So these bad boys will be saddling up to the command lance!
Title: Re: Mercenary Hall
Post by: Deadborder on 11 December 2013, 17:09:26
I like the look of this unit! That it has some of my fave 'Mechs in it is just a bonus.
Title: Re: Mercenary Hall
Post by: Nav_Alpha on 11 December 2013, 18:54:48
Cheers - it was really interesting playing around with the new tech and units. Ill be interested to see how they actually work out in a game
Title: Re: Mercenary Hall
Post by: Deadborder on 12 December 2013, 19:25:50
Looking back at my earlier Dropper needs; I was now thinking of the combination of a Trutzburg and a Gazelle. That'd cover all my needs, while also leaving a bit of "wiggle" room free to expand the unit's conventional forces.
Title: Re: Mercenary Hall
Post by: Colt Ward on 12 December 2013, 20:36:34
My problem with that sort of thing is, the Trutzburg is a newer design, I know it is going to mercs, but do you have that amount of reputation and money?  I know I operate with a obsolete Fortress and up-armored Mule in the 3060s though even then I will admit the Fortress was a really lucky and surprising roll.  I also wonder about using something larger than both with an eye to expansion even if some units have to be carried as part of cargo.

With that said, it would be nice to get a larger combined arms design- especially in these era.  Something like the Command Dictator but including more arms.  A spheriod carrying four to six mech lances, a company of heavy vehicle cubicles, company of light vehicle cubicles, a company of infantry, lance of aero and a platoon or two of battle armor with cargo space to carry the initial consumables in the campaign.
Title: Re: Mercenary Hall
Post by: Wrangler on 12 December 2013, 21:10:29
I'd hate to say it, Colt Ward.  It sounds like you may want try to redesign a older dropper if your looking a combined/carrier vessel.  Your team could have found (got find of the century) a old SLDF Lee Class vessel, (H:LoT2) which had a variant that was designed for combined arms.  More feasible, is a combined arms Union Class, there was one noted to have existed (See 3057 Revised).  As with alot things Aerospace, there no stats for that rare one, only the Union-X variants from RS:3067u.
Title: Re: Mercenary Hall
Post by: Colt Ward on 12 December 2013, 22:15:54
I totally agree, as I said the problem is while we get fluff text saying it is possible none of them are given record sheets . . . I mean, how hard would it be just to squeeze in a few more when they were doing all the ONN or NTNU type sections.

As for the Lee . . . had not heard of that until now.  My musings were more along the lines of we hear the Dark Ages is about combined arms and yet we lack a true large combined arms transport.
Title: Re: Mercenary Hall
Post by: wolfgar on 12 December 2013, 22:18:38
Problem with that is that you're putting all your eggs in one basket
Title: Re: Mercenary Hall
Post by: Wrangler on 12 December 2013, 22:23:57
Problem with that is that you're putting all your eggs in one basket
True enough.  Lee was vulernable to that sort business with big walls of fighters and other things that roam in the dark with big guns.

However, the Dark Age as it stands aside from big invasions doesn't really mobilize alot of heavy metal in space.  A Lee can handle that sort thing and still have fighter support.  So can the Union Xs as well. There a 3071 version that includes fighters, Battlearmor, Mechs and combat vehicles.   I think a casual game or moderate campaign won't necessary run into anything bigger aerospace wise than dropship and its 2-4 Aerospace fighters countering a hot insertion into a enemy Landing Zone.
Title: Re: Mercenary Hall
Post by: Colt Ward on 12 December 2013, 22:52:17
For the most part, having a single DS should be fine at the 3140s era as there are very few warships in existence and none of the sorts of defenses they saw during the Aramis war.  The Lee could throw out six ASF & 2 SC gunboats or just 8 ASF along with its own firepower.  For targets that cannot clear the way, they should of course be escorted by more ASF or small craft on the way in.  For large planetary invasions, which would be where a employer (or House owned) ship would be going it should of course be the center of any DS fleet and you are looking at other dropships surrounding it.

But the main point is, your transports should not be in a running battle with any defenses- because no matter if you use Unions or the monster Colossus, if the defense force does not care about losses they will pop that egg.
Title: Re: Mercenary Hall
Post by: Davout73 on 13 December 2013, 16:39:45
You can always do what I do in these cases:

1.  Customize and existing dropship
2.  Design your own.

I did one for Megamek vie HM Aero thats two companies of mechs, a heavy vehicle compnay, two light vehicle companies, a battalion of armor and twolances of aerospace fighters.  I exported it as a text file from HM Aero, then created a new file for MegaMek.  Seems to be working so far...

Dav

My problem with that sort of thing is, the Trutzburg is a newer design, I know it is going to mercs, but do you have that amount of reputation and money?  I know I operate with a obsolete Fortress and up-armored Mule in the 3060s though even then I will admit the Fortress was a really lucky and surprising roll.  I also wonder about using something larger than both with an eye to expansion even if some units have to be carried as part of cargo.

With that said, it would be nice to get a larger combined arms design- especially in these era.  Something like the Command Dictator but including more arms.  A spheriod carrying four to six mech lances, a company of heavy vehicle cubicles, company of light vehicle cubicles, a company of infantry, lance of aero and a platoon or two of battle armor with cargo space to carry the initial consumables in the campaign.
Title: Re: Mercenary Hall
Post by: Archangel on 13 December 2013, 20:25:42
My problem with that sort of thing is, the Trutzburg is a newer design, I know it is going to mercs, but do you have that amount of reputation and money?  I know I operate with a obsolete Fortress and up-armored Mule in the 3060s though even then I will admit the Fortress was a really lucky and surprising roll.  I also wonder about using something larger than both with an eye to expansion even if some units have to be carried as part of cargo.

With that said, it would be nice to get a larger combined arms design- especially in these era.  Something like the Command Dictator but including more arms.  A spheriod carrying four to six mech lances, a company of heavy vehicle cubicles, company of light vehicle cubicles, a company of infantry, lance of aero and a platoon or two of battle armor with cargo space to carry the initial consumables in the campaign.

You could always provide the desired DropShip class but include quirks/battle damage that diminish its value.  For example, reduce the armor on a  salvaged Union, remove some weapons and reduce its engine speed to reflect combat damage.  Saving up the funds to repair the DropShip (and later perhaps refit it) gives the player something additional to work towards.  Perhaps even inspire some side missions such as recovering parts to help repairs.  The Avanti's Angels' Fortress Class DropShip was barely holding together for quite some time.

One campaign we incorporated some battered Mechs and Aerospace fighters along with their battered Union DropShip that were survivors of a failed mercenary raid into Clan space.  While separate recruitment rolls, we incorporated them into a single ragtag unit for the story purposes.
Title: Re: Mercenary Hall
Post by: Colt Ward on 13 December 2013, 20:41:48
Absolutely, picked up a lance of Vedettes as battlefield orphans.  Buying a damaged unit to repair is always cheaper IIRC though it does not make it any easier to find on the market.  Heck, I am even in favor of up-armoring any DS you own as a merc when you can do so- helps protect your assets.

Call me odd, my head-canon has mercs usually having old dropships when they can get them and only folks like the Dragoons, Hounds or MAC getting new ships.
Title: Re: Mercenary Hall
Post by: Davout73 on 13 December 2013, 21:37:08
Absolutely, picked up a lance of Vedettes as battlefield orphans.  Buying a damaged unit to repair is always cheaper IIRC though it does not make it any easier to find on the market.  Heck, I am even in favor of up-armoring any DS you own as a merc when you can do so- helps protect your assets.

Call me odd, my head-canon has mercs usually having old dropships when they can get them and only folks like the Dragoons, Hounds or MAC getting new ships.

My unit captured theirs over the years from various pirates...and one from the 8th Sword of Light, but I was lucky there...

Dav
Title: Re: Mercenary Hall
Post by: Nav_Alpha on 13 December 2013, 21:51:52


Call me odd, my head-canon has mercs usually having old dropships when they can get them and only folks like the Dragoons, Hounds or MAC getting new ships.

I'd agree - I imagine most merc units who actually have dropships are using battered, bolted together stuff that is they only managed I afford because it was on its last legs. Think the Serenity from Firefly - picked up from a scrap heap and kept together barely by a cracker engineer. Things are constantly breaking and side quests regularly crop up with the crew having to detour to scroune parts, etc.

Someone mentioned the Head of a Pin earlier - Avanti's Angels were only keeping it together by luck and prayers.
There was also that Union class dropper in DRT - owned by a possible former pirate - one of its landing legs was on its way out and half the components didn't work, etc
Title: Re: Mercenary Hall
Post by: Deadborder on 18 December 2013, 07:13:22
In the end, while I do agree that I like the idea of the Merc unit with a clapped out old Dropper, there's only so far that image can go. The Trutzburg has been in service since 3112, so by 3145 there's plenty of opportunities for a merc unit to acquire one second-hand, used or the like. Or during the long decades of peace, they could have finally cashiered their crappy old Union (etc) for a new ship.
Title: Re: Mercenary Hall
Post by: Colt Ward on 18 December 2013, 09:17:32
Lol, I am sort of going the opposite way . . . while it is 3064, my mercs use the obsolete Fortress (with plans to upgrade some of the weapons though I need to understand some of the AT effects more), a up-armored Mule (before the Jumbo came out), and a 4 mech/4 light vehicle obsolete Leopard.  Story-wise I am going to play around with a shot at a DroST IIa against pirates and the Command Dictator out in the periphery while bumping against Canopians.

I like seeing some of the older dropships like DroST IIa and the Black Eagle come out so they can be used in the periphery.
Title: Re: Mercenary Hall
Post by: Wrangler on 18 December 2013, 10:53:17
Lol, I am sort of going the opposite way . . . while it is 3064, my mercs use the obsolete Fortress (with plans to upgrade some of the weapons though I need to understand some of the AT effects more), a up-armored Mule (before the Jumbo came out), and a 4 mech/4 light vehicle obsolete Leopard.  Story-wise I am going to play around with a shot at a DroST IIa against pirates and the Command Dictator out in the periphery while bumping against Canopians.

I like seeing some of the older dropships like DroST IIa and the Black Eagle come out so they can be used in the periphery.
Well, your group maybe in luck in canon.   I believe both ships have become civilian commerical ships.  I'm pretty sure DroST IIa did, but thats like flying around in a death box given age of a typical vessel like that.
Title: Re: Mercenary Hall
Post by: Colt Ward on 18 December 2013, 11:04:47
The Dictator was gone until the Canopians found some . . . somewhere.  Which is sort of the event that will be playing out.

As far as the DroST IIa . . . nothing ever wears out in BT!  Those things were supposed to be built in the thousands, both by the original company and rip offs.  Parts should not be hard, if you have the money or time.  IMO the down side with the ship is the original armor carrier is not built for quick deployment- but I think this is a rules flaw considering how vehicles roll off for use from air transports.  Though I will say it means you have to work a bit harder when loading them and should have a cargo penalty since you cannot pile stuff on and around the vehicles.
Title: Re: Mercenary Hall
Post by: Deadborder on 18 December 2013, 19:48:59
So continuing to fill out holes in a roster - 2F vs 6H Shockwave. Thoughts?
Title: Re: Mercenary Hall
Post by: Klat on 18 December 2013, 20:41:11
So continuing to fill out holes in a roster - 2F vs 6H Shockwave. Thoughts?

I'd say 2F; while the range from the UAC on the 6H would be nice few things beat a RAC for dakka.
Title: Re: Mercenary Hall
Post by: Nav_Alpha on 18 December 2013, 20:47:01
I'd say 2F; while the range from the UAC on the 6H would be nice few things beat a RAC for dakka.

Same, I was playing with these variants last night. The Rotary is just so much more fun. That said... That sniper cannon variant....
Title: Re: Mercenary Hall
Post by: Klat on 18 December 2013, 20:53:50
Same, I was playing with these variants last night. The Rotary is just so much more fun. That said... That sniper cannon variant....

Oh don't get me started on the 8X, it's just nasty  >:D
Title: Re: Mercenary Hall
Post by: Colt Ward on 18 December 2013, 20:56:11
The mech should affectionately be named 'Splat' and have that adequately emblazoned on the chest.  'This end towards enemy' should also be written on the barrel.
Title: Re: Mercenary Hall
Post by: Moonsword on 18 December 2013, 20:59:56
The 8X has a Thumper Cannon, not a Sniper Cannon.
Title: Re: Mercenary Hall
Post by: Nav_Alpha on 18 December 2013, 23:11:40
The 8X has a Thumper Cannon, not a Sniper Cannon.

You're, right! Sorry.
Title: Re: Mercenary Hall
Post by: Colt Ward on 20 December 2013, 15:03:56
Looking through FM3145 again when I noticed the bit about mercs & pay.  The MRBC is a sham, House script is questionable and the c-bill has tanked.  Mercs are getting paid in ammo and parts, driving the market through the roof as everyone is also re-arming and committed to breakneck training.

Puts new meaning to 'shooting money down range' when considering your mech options.

It also makes rocket pods MUCH more desirable for BA, vehicles, VTOL/CF/ASF bomb loads & mechs, since part of the fluff is they are simple systems that can be produced by a decent mechanical workshop.

I would imagine it also makes tales of FS hidden ammo dumps behind the DC/CC lines a lucrative freelance raid objective.  Ditto with rumors of WoB equipment dumps . . . might prove interesting if the neoFWL started rumors of such things on old MSC worlds perhaps.

What do folks think of mercs behind the wall being pressed ganged into service by the RAF?
Title: Re: Mercenary Hall
Post by: Rainbow 6 on 20 December 2013, 15:35:29
What do folks think of mercs behind the wall being pressed ganged into service by the RAF?

I think it sucks,it makes me wonder if the 21st Centauri Lancers are no more, weren't they working  there before the wall went up?

Title: Re: Mercenary Hall
Post by: Klat on 20 December 2013, 15:59:21
I think it sucks,it makes me wonder if the 21st Centauri Lancers are no more, weren't they working  there before the wall went up?

Is that what happened to them? That's really too bad, I rather liked them.

I wonder if some of these pressganged mercs will bail once the walls come down...
Title: Re: Mercenary Hall
Post by: Archangel on 20 December 2013, 22:04:04
Is that what happened to them? That's really too bad, I rather liked them.

Well they sort of vanished between being mentioned in Era Report 3145 in passing as "being able to write their own ticket" and Field Manual 3145.
Title: Re: Mercenary Hall
Post by: Klat on 20 December 2013, 22:17:02
Well they sort of vanished between being mentioned in Era Report 3145 in passing as "being able to write their own ticket" and Field Manual 3145.

They're definitely big enough to be "of note" too. I'll miss them.
Title: Re: Mercenary Hall
Post by: Archangel on 20 December 2013, 22:54:57
They're definitely big enough to be "of note" too. I'll miss them.

If they are gone its just a sad end of the PTBs campaign to eliminate all notable mercenary units of Capellan origin.   :(
Title: Re: Mercenary Hall
Post by: Nav_Alpha on 20 December 2013, 23:09:14
If they are gone its just a sad end of the PTBs campaign to eliminate all notable mercenary units of Capellan origin.   :(

Might just be an omission. Maybe ask the writers?
Title: Re: Mercenary Hall
Post by: Archangel on 20 December 2013, 23:31:54
On a separate note, do I even want to know how Cassie Suthorn's daughter, Anjelah Camacho, got the nickname "Burnt Meat"?
Title: Re: Mercenary Hall
Post by: Klat on 21 December 2013, 00:20:39
On a separate note, do I even want to know how Cassie Suthorn's daughter, Anjelah Camacho, got the nickname "Burnt Meat"?

The shudder that induced frightened my cat.
Title: Re: Mercenary Hall
Post by: Wrangler on 21 December 2013, 13:18:09
On a separate note, do I even want to know how Cassie Suthorn's daughter, Anjelah Camacho, got the nickname "Burnt Meat"?
Maybe her brother the freelancing, super-spy who was in Flight of the Falcon would know.
Title: Re: Mercenary Hall
Post by: roosterboy on 21 December 2013, 13:29:17
Maybe her brother the freelancing, super-spy who was in Flight of the Falcon would know.

Anjelah Camacho is the daughter of Cassie Suthorn.

Paul Laveau is the great-grandson of Cassie Suthorn. And he wasn't a freelancer; he was Loki.
Title: Re: Mercenary Hall
Post by: Wrangler on 21 December 2013, 15:27:06
Anjelah Camacho is the daughter of Cassie Suthorn.

Paul Laveau is the great-grandson of Cassie Suthorn. And he wasn't a freelancer; he was Loki.
Only reason why I said he was freelancing, was reflection of his thoughts at the end of novel when he leaving as pastor.  He saying, that he going take time off with cash he bagged from Skye turncoat.  It to me he reflected, he did work for them, but he was working for himself too.
Title: Re: Mercenary Hall
Post by: roosterboy on 21 December 2013, 15:43:52
Only reason why I said he was freelancing, was reflection of his thoughts at the end of novel when he leaving as pastor.  He saying, that he going take time off with cash he bagged from Skye turncoat.  It to me he reflected, he did work for them, but he was working for himself too.

He's thinking about how he going to take a vacation and live high on the hog for a few months and that his bosses can't object because they aren't paying for it, since he's using the SAFE agent's secret gem stash to do so. He works for Loki, not himself, but that doesn't mean he can't enjoy the fruits of his efforts once in a while. It'd be like James Bond defeating Blofeld and grabbing a wad of the villain's cash while doing so and then taking a few months off to live it up in Monte Carlo before returning to London.
Title: Re: Mercenary Hall
Post by: Armitage72 on 22 December 2013, 18:36:28
In the period toward the end of the Third Succession War (c. 3010), if a mercenary unit had a permanent base of operations on a planet in a particular nation, how willing would other nations be to hire them?

Specifically, suppose that a small private corporation on a Davion planet decides to expand into military contracting, i.e. form and field a merc unit (Tyler Military Solutions, a subsidiary of Tyler Industries), how easily could they find work outside of the Federated Suns?

Liao and Kurita are completely out, obviously.
Katrina's initial peace proposal was 10 years away, but there was no active hostility between Davion and Steiner at the time, since they didn't share a border.
Marik didn't really have issues with Davion until the Davion-Steiner alliance in 3022, so they're a possibility, depending on which front you end up on.  Fighting Steiner could become problematic later, but fighting a past or potential future employer is always a mess.
Periphery realms that don't border the Federated Suns should also be willing to hire the unit, with the same potential issue as above if they border Marik or Steiner.
Title: Re: Mercenary Hall
Post by: wolfgar on 22 December 2013, 20:35:51
i think this is why most merc units worked out of outreach and galatea, they were neutral and thus open to all for hiring
Title: Re: Mercenary Hall
Post by: Wrangler on 22 December 2013, 21:09:53
i think this is why most merc units worked out of outreach and galatea, they were neutral and thus open to all for hiring

Well, at least Galatea.  Outreach is little hard to operate from since its currently occupied by those fun loving Repubicans.
Title: Re: Mercenary Hall
Post by: Nav_Alpha on 22 December 2013, 22:13:54
Well, at least Galatea.  Outreach is little hard to operate from since its currently occupied by those fun loving Repubicans.

I think the earlier poster was talking about the 3025 setting.
But you're right that both Outreach and Galatea were the open, unbiased and independent bases up until the Republic took over (and the Jihad destroying the whole merc trade).
Up until then both planets were considered "open" hiring halls, complete with reps from all over the sphere.
If you had a landhold you were probably beholden to that state (ie Grayson Calyle became baron Von Glengarry, sworn man of the Archon-Prince.)
Remember its a feudal game - so you're not going to get hired by Kurita if you're sworn to Hanse Davion. And if you do... You're in big trouble!
Title: Re: Mercenary Hall
Post by: Armitage72 on 22 December 2013, 22:40:44
The unit would certainly have corporate offices on Galatea, but it wouldn't change the fact that they were a Davion-based corporation.

It occurred to me to check the original Kell Hounds sourcebook.  They successfully worked for Steiner, Davion, and Marik prior to the 4th SW, despite being even more closely tied to the Lyran Commonwealth than this hypothetical unit would be to the Federated Suns.  I guess a good rule of thumb would be to consult the 3025 House sourcebooks.  If a nation was willing to trade military hardware with the Federated Suns, they would probably be willing to hire a FS-based merc unit.

The idea is that the unit commander/company CEO has Property 3, representing the basic factory facilities.  Probably consumer electronics, civilian construction equipment, or something like that.  Eventually, additional production lines would be added to produce expendable material used by the unit - armor, ammunition, etc., to make the unit more self-sufficient.  Selling the excess, of course.
Title: Re: Mercenary Hall
Post by: Colt Ward on 23 December 2013, 07:37:17
Also remember units like Storm's Metal Thunder- basically mech combat versions of the Blue Angels.  You also have units that started off as planetary or corporate guards which slowly lost ties to where they came from.

My roster of opposing mercs actually has something like this, a noble's planetary guard which rotates out combined arms battalions as mercs as their planetary income.  The Guard get combat experience, access to newer technology, and bring home c-bills for the planet's government/Guard.  Rotating out three of fifteen battalions allows a five cycle rotation which keeps the units fresh, spreads the training and maintains the battalions' ties to the homeworld.
Title: Re: Mercenary Hall
Post by: Nav_Alpha on 26 December 2013, 18:20:57
I've just posted a new merc unit set in 3145 in the non canon section.
As far as I can tell from FM:3145, things are pretty grim for hired guns. And these guys are no exception with repairs and ammo prices bascually bankrupting them.

They've signed on with the Galtean League on a provisional basis, figuring it might be a safe haven.

But what kind of contracts and from whom do you think would be on offer in 3145?
Title: Re: Mercenary Hall
Post by: Colt Ward on 26 December 2013, 18:58:02
If they are with the Galatean League . . . against the Wolf Empire, perhaps the Falcon desant.  In fact, while Malvina was in a coma or tied up on Hesperus the Falcons would be safer.

In that case, we are talking the simple type of raids or patrols.  Defensive engagements are going to be most costly for the mercs- though you might look at auxiliary contracts such as what happened with Avanti's Angels on Marathon when they thought Marian raiders were coming in.

Interesting areas to hit?  Glengarry . . . the Lyrans have been raiding the world, taking away pieces of the GDL Battle Armor lines or even production runs.  I would also expect the Falcons to be building up supply dumps in the desant for when they go on the offensive again- in 3145 those are an El Dorado with chasing.  Intel raids, extraction of agents or even resistance bands would also follow against the Wolves- if you have aerospace it could also be worth putting in observation satellites. 

One thing the League could do after becoming allies with the Remnant would be to hit worlds the Wolf Empire had just taken away from the Republicans.  It would be a delaying tactic, especially when the League is probably pretty desperate for supplies along with everyone else.  Biggest problem would be any Wolves following them home.

Another idea would be the standard raid against neighboring unfriendly worlds to confiscate industrial production- the GalLeague will (or should) seek to become independent in supply.
Title: Re: Mercenary Hall
Post by: Klat on 30 January 2014, 15:12:34
Wow, this thread is more than three years old now  :o

Looking at FM3145 I've a question regarding numbers; The Wolf Hunters are listed as 85% strength and B rated equipment. Since there is no force size designation next to them should I assume this is 85% of a regiment? How big is a regiment for these purposes? 102 'Mechs? More? Also I find the tech rating amusing; I don't know that there's a whole lot of Clantech among these clanners... Then again given that they've apparently done some recruiting maybe there's not that many clanners among them either?
Title: Re: Mercenary Hall
Post by: Colt Ward on 30 January 2014, 15:17:10
Pretty sure they were discussed as down to a combined arms battalion . . . BUT if the rest says (BN) next to actual battalions than it may be so . . . We actually do not know how many are Clanners any longer.  Anastasia started with the Steel Wolves she felt like keeping then tried recruiting the cream from other merc commands on Galatea . . . and that was at the beginning before several brushes in defense of certain worlds (Phecda vs Thaddy's alliance) and the Lyrans.  But she also seems to have attracted other Clan warriors since it is now under the command of a Horse.

Do we happen to know which Lyran or Wolf unit plowed under Avanti's Angels during Hammerfall?  With the GioAvanti connection to Stormhammers are they really finished?
Title: Re: Mercenary Hall
Post by: Nav_Alpha on 30 January 2014, 16:12:24
Kilpatrick's Imvaders destroyed the Angels during HAMMERFALL. Can't remember the world but it was early on in the invasion.

As for the Wolf Hunters... As it's been mentioned they were a reinforced, combined arms battalion (from memory it was a heavy/assault mech company, a company of mobile arty and a mixed company of light mechs, BA and infantry carriers/IFVs, plus a company of infantry)
So that's, basically two battalions. An with so many battlefield orphans floating around after the Wolves turned on the Lyrans, surely it would easy way to pick up close to a company, company and a half of mercs from other shattered commands, disgruntle House troops, etc.

So, I'd say 85 per cent of a regiment sounds abou right.

In regards to te rech rating - who knows how much clan tech tech they have after being smashed by the Wolves?
Title: Re: Mercenary Hall
Post by: Deathknight69 on 02 February 2014, 14:48:21
Wow, this thread is more than three years old now  :o

Thanks for noticing Klat. I'm glad I started this thing. We Merc's really needed a place of our own, Too bad Outreach got torched during the WoBblies snitfit back in '67 - '68.  >:D
Title: Re: Mercenary Hall
Post by: Deathknight69 on 02 February 2014, 14:50:03
How's everybody doing now?

Me, I'm working up another  :D new unit to play.
Title: Re: Mercenary Hall
Post by: Deadborder on 02 February 2014, 16:42:13
I'm sort of like that at the moment; I have been creating OpFors for the AtoW Game I'm running left, right and centre
Title: Re: Mercenary Hall
Post by: Klat on 02 February 2014, 18:21:33
How's everybody doing now?

Me, I'm working up another  :D new unit to play.

I'm getting a game of AS in every week and working on some Wolf Hunters. The ad-hoc nature of the 'Hunters makes unit formations very interesting.

I may resurrect my old homebrew command or create a new one in the near future. I've a huge backlog of minis to assemble and paint.
Title: Re: Mercenary Hall
Post by: Nav_Alpha on 02 February 2014, 19:32:43
I'm getting a game of AS in every week and working on some Wolf Hunters. The ad-hoc nature of the 'Hunters makes unit formations very interesting

What era Wolf Hunters? Post-Annie K in 3145?


My 3145 home brew Mercs have just completed their first contract - tool some decent salvage from the Falcons but also took some lumps
Title: Re: Mercenary Hall
Post by: truetanker on 02 February 2014, 19:35:45
Currently I have permission to run Captian Zippy's Urbanmech Cavalry! Just finished combat dropping them after a brutal hard drive in-system. More in the Captian Zippy's thread.

TT
Title: Re: Mercenary Hall
Post by: Colt Ward on 02 February 2014, 19:44:02
Nav Alpha & I were discussing a MWDA merc formation as well as putting out some scenarios and later I will set up a .pdf when my other system is up.  The collapse, subfactions and warlord-ism of the Republic offer a lot of story opportunity.

Right now my 3060s unit is sort of stuck . . . I need to get someone to play the opposing convoy in AM CDT this next week.
Title: Re: Mercenary Hall
Post by: Klat on 02 February 2014, 20:00:02
What era Wolf Hunters? Post-Annie K in 3145?


My 3145 home brew Mercs have just completed their first contract - tool some decent salvage from the Falcons but also took some lumps

3145 Wolf Hunters for me. Currently I'm working on an eclectic mix of 'Mechs, Vees and BA for AS; mostly inexpensive (PV wise) units with an emphasis on manueverability. The 'Hunter's paint scheme is very easy to do.

I'm also working on some non-merc stuff; RotS Hastati Sentinels, CJF Vau Galaxy and Amphigean LAG for 3145.

Some day I'll do up some Renunification War mercs...
Title: Re: Mercenary Hall
Post by: Klat on 26 February 2014, 15:20:41
I suppose I shouldn't be that surprised but looking at the H:WotRE RATs I noticed the Eyleuka shows up for mercs!

I doubt it's anyone's favorite 'Mech but it's always served me well, seeing it on a merc RAT makes me happy.
Title: Re: Mercenary Hall
Post by: Klat on 16 July 2014, 13:54:07
Wow, it's been awhile. I hope I don't get in trouble for having three posts in a row, but this seemed the best place for this post.

Anyway, I have a Lament mini and I can't decide if I want to add it to my RAF or paint it as a merc unit. Which begs the question; what are the odds such a 'Mech would be found amongst mercs?
Title: Re: Mercenary Hall
Post by: Colt Ward on 16 July 2014, 15:35:44
If it is, it has a great story- just like a Clan mech or pilot operating among mercs in the 3050s.  Which variant are you using?  I am just not sure the XL Gyro is the way to go to be honest . . .

I am trying to get my Office suite working again so I can advance my mercs, building MM maps and even playing some tabletop right now.

I am thinking of using my MWDA Highlander infantry & BA as is for my mercs, and repainting Spirit Cat and others as additional mercs.  I need to get back to the MWDA test mercs, the 'make your own adventure' story.

This is what I have for the MWDA merc start up . . . their first battle has gotten easier because the security force was helped out when the planetary militia sent all the conventional fighters to strike the raider column.  The airstrike was brutal on the raiders, really limiting what they can do while only one lawn dart'd.

NETC Site #7 Security Team

Alpha Foot Infantry (Rifle) Platoon
Bravo Foot Infantry (Rifle) Platoon
1st BA Squad (6 Ogre)
2nd BA Squad (6 Ogre)
3rd BA Squad (6 GDL Standard LRR)

Armor Lance
Rommel (Gauss)
Patton (Ultra)
Kinnol
Joust BE700

Mechs in Refurbish-
Excalibur B2b   (4/4)
Shockwave 2F   (4/4)
Wolverine II 7H   (3/5)
Jenner IIC 4   (3/4)

Hanger Queen
Marauder 6D
   No engine, no SnPPCs, no DHS outside engine, no IJJ
Bolla Stealth Tank
   No Omni-pod weapons prepared, a relic as one of the last WOB builds

2 Aerospace Pilots   (Catrina Roland, Ansel Leis)
2 VTOL crews      (Tobias Marino/Kelli Ihota, Walter Pfenning/Zak Schultz)
Title: Re: Mercenary Hall
Post by: Colt Ward on 19 July 2014, 01:45:19
Okay, so I played this out . . . and it was brutal against the Raiders.  Bit of armor damage to the tanks & mechs, worst thing was a crit against a Kinnol's MML3.  Raider mechs lost legs, were blown down or just neutralized, armor was smashed when it closed in for RL salvos or was burned away in the distance.  Now comes the political aftermath- what does the Legate do with the prisoners?  the captured/salvaged equipment?  how does she treat the 'test pilots' in RAF regulars gear?

3130s question-

What happens in the Periphery when all the mercs who were employed out there find out the Republic is imploding during the Blackout?  If you were a merc in a mech-based unit, would you skip town for the greener pastures of the center of the IS?
Title: Re: Mercenary Hall
Post by: Archangel on 19 July 2014, 03:30:51
3130s question-

What happens in the Periphery when all the mercs who were employed out there find out the Republic is imploding during the Blackout?  If you were a merc in a mech-based unit, would you skip town for the greener pastures of the center of the IS?

I wouldn't unless the contract I was in or was getting were really bad.

First, with the HPG network being down, it would take a while for word to reach the Periphery and even longer for a clearer picture to develop.
Second, with the HPG network down and the devaluation of the C-Bill, the unit is likely in dire financial straits.  No HPG means no access to unit accounts with ComStar and devaluation of the C-Bill means those accounts are likely quickly diminishing in value.  Better to stick with an existing employer who can help get the unit back into better financial shape even if they are paying in their state currency.
Third, with the HPG network, somebody, if not the entire unit, would have to physically head into the Inner Sphere to find an employer, which would like mean heading to Galatea.
Fourth, unless the unit has sufficient DropShip and JumpShip capacity, getting the entire unit to the center of the IS in a timely fashion is likely to be impossible.  Without the HPG, the unit is going to be unable to arrange transportation in advance, is likely to encounter JumpShips going in the wrong direction and is likely to have problems paying the transportation fees without access to their soon-to-be worthless ComStar accounts.  If the unit needs multiple DropShips to carry the unit, they are likely to run into JumpShips with insufficient docking collars to carry the entire unit.
Finally, "skipping town" implies abandoning an existing contract which wouldn't look so good to any future employers and if the employer was the Magistracy of Canopus then it may very well be lethal as the Magestrix's brother would likely take a dim view to anybody abandoning his sister.  Not to mention losing the balance of the contract already which would put the unit into an even more financially unstable position heading into the Inner Sphere.
Title: Re: Mercenary Hall
Post by: Klat on 04 August 2014, 02:02:04
Anyone have recommendations for Reunification War era merc 'Mechs? I'm looking to put together about a company.
Title: Re: Mercenary Hall
Post by: Wrangler on 04 August 2014, 12:44:40
Anyone have recommendations for Reunification War era merc 'Mechs? I'm looking to put together about a company.
I would go for what being offered as first generation Mechs, like Hammerhands, BattleAx, Gladiator (standard tech ones).  Merc units were i think former combat regiments that ended up being "retired" when the SLDF formed.  I remember the Capelllans facing off with former Liao unit with SLDF, they Liao unit turned its guns on the SLDF than shoot former soldiers.  These guys like them could have formed merc units.  It depends on where your mercs hail from.   It would make more sense that the unit would hailed almost entirely from one faction.  Also, there were mercs from the Periphery, like Canopus and Republic.  You could slat together a combined arms force of 1st gen mechs and combat vehicles.
Title: Re: Mercenary Hall
Post by: Klat on 05 February 2015, 15:30:45
Wow, this thread is more than four years old now.

I'm looking for more info on the Ronin. FM3145 lists them as C rated but we know that they had a Jade Hawk at one point. Anyone have any suggestions as to force composition? I seem to recall that they had a dislike of DCMS equipment but I can't find the source.

Thanks.
Title: Re: Mercenary Hall
Post by: truetanker on 05 February 2015, 15:41:03
Not the equipment, working for the DCMS.

I'd give them anything from the B rating off the Perpheiry or A list Pirate. Also they had 8 mechs from the SL-era so maybe a Royal or two leftover? Remember they were once the 10th Ghost so maybe anything from the His: War of 3039 SL-era A list could be used.

TT
Title: Re: Mercenary Hall
Post by: Klat on 05 February 2015, 15:49:15
Not the equipment, working for the DCMS.

I'd give them anything from the B rating off the Perpheiry or A list Pirate. Also they had 8 mechs from the SL-era so maybe a Royal or two leftover? Remember they were once the 10th Ghost so maybe anything from the His: War of 3039 SL-era A list could be used.

TT

Okay, it was their dislike of the DCMS that was the issue. I have no idea how I thought it was equipment. Thank you.

With their current contract would some AFFS equipment be expected?
Title: Re: Mercenary Hall
Post by: truetanker on 05 February 2015, 16:11:12
I'd say yes, I don't have my books handy, but if there is a Salvage list roll that, of failing that roll on AFFS B list as salavge.

( I tend to roll 2d6, getting 12 means I roll another 2d6 on A list as salavge. Go from right to left in each list on a natural 12. That way you can't lose and have a solution and background for that mech. Be it personal CO ride, captured and rebuilt, hopefully pain stakingly.  >:D )

TT
Title: Re: Mercenary Hall
Post by: Rainbow 6 on 05 February 2015, 16:48:33
Wow, this thread is more than four years old now.

Four years, doesn't seem real does it.

Good to see the Crater-Cobras logo there Klat.
Title: Re: Mercenary Hall
Post by: Klat on 06 February 2015, 00:16:58
Four years, doesn't seem real does it.

Good to see the Crater-Cobras logo there Klat.

Thanks, it's really amazing how much has changed in just four years. I think I was still holding out hope for the Lone Wolves back then.

There really aren't many of the old merc commands around anymore are there?
Title: Re: Mercenary Hall
Post by: Archangel on 06 February 2015, 01:20:32
There really aren't many of the old merc commands around anymore are there?

Nope, the Line Developers apparently had a particular grudge against mercenary with a SLDF origin as well as units with a Capellan origins.
Title: Re: Mercenary Hall
Post by: Colt Ward on 06 February 2015, 05:37:04
To be honest, we really do not know much about the mercenary business state in 3145 because the books are rather light on the details.  Beyond the ELH was killed off for good on Hesperus . . .

Galatea is back to being the primary hiring world though Arc Royal sees heavy traffic.  Herotitus might be about the only place by the Capellans really running, and you know its reputation.  Solaris VII belongs to the Wolf Empire now though it seems they are letting the game world operate like normal.  The Republic killed or absorbed all the mercenaries inside the Fortress, I am not sure the Remnant is in a position to hire any though they are allied with the Galatean League or whatever it is called.  The Cappies have said they do not need mercs, but the Canopians and Anduriens are still using the IIRC.  The Lyrans would love some more mercs, but they are not the most dependable employer and have some cash flow problems.  The FedSuns is not in too much of a better position, mostly because who wants to be on the losing side?

Dracs . . . they hired the Dragoons and managed to keep them.  Who knows if they have others on board, but they are winning . . . even if they might be over-extended.

NeoFWL?  Not sure their economy can stand it too much but they probably have some opportunities especially with the Regulans and Marians on the border.  Marians are not hiring too much but they are not displaying a need.  If the Regulans started hiring a lot more mercs- where is the first question- then Jessica might want to watch out.
Title: Re: Mercenary Hall
Post by: Rainbow 6 on 06 February 2015, 14:32:58
Nope, the Line Developers apparently had a particular grudge against mercenary with a SLDF origin as well as units with a Capellan origins.

Hopefully some are still around, but to small to show up in FM3145 and will reappear as the timeline moves forwards again.
Title: Re: Mercenary Hall
Post by: Archangel on 06 February 2015, 16:57:01
Hopefully some are still around, but to small to show up in FM3145 and will reappear as the timeline moves forwards again.

Unfortunately, as of FM3145, the Crater Cobras are the last mercenary with SLDF origins still known to be active.
Title: Re: Mercenary Hall
Post by: Deadborder on 07 February 2015, 18:17:15
The 21st Centauri Lancers are still around, even if they didn't make the list in FM3145.

Title: Re: Mercenary Hall
Post by: Archangel on 07 February 2015, 18:38:36
The 21st Centauri Lancers are still around, even if they didn't make the list in FM3145.

They aren't a former SLDF unit, their origins lie with the CCAF.
Title: Re: Mercenary Hall
Post by: Colt Ward on 07 February 2015, 18:48:53
So . . . How big of a presence do you think the Fox merchants are going to have on Galatea and Arc Royal- or any other hiring world- with equipment being at a premium during the early Dark Ages?  How big of a mark up would you expect with it being a seller's market?  What sort of trade goods would the Foxes want since they typically have not taken IS currency?
Title: Re: Mercenary Hall
Post by: Archangel on 07 February 2015, 19:49:41
So . . . How big of a presence do you think the Fox merchants are going to have on Galatea and Arc Royal- or any other hiring world- with equipment being at a premium during the early Dark Ages?

Probably no more than a skeleton staff to maintain their facilities and keep an eye on the market.  Their presence greatly increases when a fresh shipment of goods arrives  ;) then decreases again once they are sold out especially since the Great Houses are buying entire productions runs from their respective manufacturers living little left to be sold on the open market.  Arc-Royal's, as the home to CWiE, might be slightly larger (for negotiations).

Quote
How big of a mark up would you expect with it being a seller's market?

Probably pretty high, although probably less high for those they hold in high regard or feel they owe.

Quote
What sort of trade goods would the Foxes want since they typically have not taken IS currency?

Pretty much anything of value they can trade to someone else, but they likely do take House currencies as there will be some customers or trading partners who won't accept anything else for their products.
Title: Re: Mercenary Hall
Post by: Rainbow 6 on 08 February 2015, 04:26:46
The 21st Centauri Lancers are still around, even if they didn't make the list in FM3145.

I wasn't aware that had been confirmed, good news if they are then as the last I saw anything on them they were inside what would become the fortress, so I assumed they had been dragooned into the RAF or destroyed.
Title: Re: Mercenary Hall
Post by: Colt Ward on 08 February 2015, 04:33:56
Hm, says 3130 they worked for the Lyrans . . . but yeah they were one of the MWDA mercs which from what I read harkens back to having the same merc commands minus Lindon's Company in the original material- Kell Hounds likely took their place.

Yes, they are a St Ives based unit.
Title: Re: Mercenary Hall
Post by: Rainbow 6 on 08 February 2015, 04:35:26
Hm, says 3130 they worked for the Lyrans . . . but yeah they were one of the MWDA mercs which from what I read harkens back to having the same merc commands minus Lindon's Company in the original material- Kell Hounds likely took their place.

Yes, they are a St Ives based unit.

So were the ELH and look how that worked out for them.
Title: Re: Mercenary Hall
Post by: Deadborder on 08 February 2015, 07:10:06
While there's been no mention of the m in 3145 material, there's also nothing to say they've been destroyed or disbanded, so milage vary etc.

The ELH's demise was sadly a case of external pressurs forcing the writer's hands
Title: Re: Mercenary Hall
Post by: Rainbow 6 on 08 February 2015, 08:38:29
Yeah, I appreciate the ELH situation, I just worry that where the 21st Centauri Lancers are concerned the writers end up with a similar situation as the Black Thorns.
Title: Re: Mercenary Hall
Post by: Colt Ward on 08 February 2015, 12:07:59
Anyone really RP the salvage part of the contract?

For the campaign I have been working my way through for a while, I have 60% exchange . . . the way I have played it out is that equipment (mechs, armor, ASF, VTOL, etc) were a separate tier than ammo, parts or other captured valuables (repair trucks, mech recovery vehicles, etc).  The latter can cover any gaps in the market value (here is 10 tons of MG ammo to cover that gap in the 60% from mechs and armor), and sometimes I would 'suggest' to the liaison that I would rather have some of the armor or ammo than that light mech.

But another angle on that would be . . . when fighting as part of a coalition, how does the salvage get handled?  My mercs were hired by a consortium to support a rebel movement.  What they are not given as part of their salvage claim is used to supply & build a rebel army- some of the first targets were supply dumps intel had picked out.  But now my mercs are fighting along side the rebel army as well as a noble who opposed the planetary dictator.  How do you expect the salvage to be split?
Title: Re: Mercenary Hall
Post by: Rainbow 6 on 03 June 2015, 16:11:00
Well while things aren't looking good for the Kell Hounds from the looks of Ben's TRO3150 tweets, it's good to see some mercenaries are still providing stellar service to their employers.

Herszmann’s Heralds played significant role in the 3147 recapture of New Syrtis, aiding the Illician Lancers and 12th Vegan Rangers
Title: Re: Mercenary Hall
Post by: Archangel on 03 June 2015, 17:02:46
It is going to be interesting to see even if the Kell Hounds were on Arc-Royal if and when the Falcons attacked.  After all, Cassandre Kell was on a quest for revenge against the Jade Falcons and was away most of the time.
Title: Re: Mercenary Hall
Post by: Deadborder on 03 June 2015, 19:02:59
There's a mention in one of the tweets of something to the effect of "one of the few surviving Kell hounds", whivh does not seem to bode well.
Title: Re: Mercenary Hall
Post by: Colt Ward on 03 June 2015, 20:03:00
Well they would have their Replacement, Training and equipment refurbishment establishment on their homeworld.  Along with farm mercs and general mercs on the planet.
Title: Re: Mercenary Hall
Post by: Wrangler on 04 June 2015, 11:34:57
I wonder what they'll call remains of Lyran Commonwealth?

Lyran Space?  Former Commonwealth Space? Social Generals Divided?  ;D
Title: Re: Mercenary Hall
Post by: Colt Ward on 04 June 2015, 13:14:03
I am wondering about a hiring hall out that way . . . Arc Royal goes down, Outreach is . . . out of reach, not supposed to be one in the old FWL space (Kendall still strikes me as a yes), Solaris VII is Wolf territory . . . which leaves Galatea alone again.  And Galatea is in the path of the Wolf advance into the Republic, it will go if the Remnant does . . . and it sounds like it will.

Son Hoa?  anyone up for making that a new hub?
Title: Re: Mercenary Hall
Post by: Rainbow 6 on 04 June 2015, 13:20:09
Son Hoa or one of Coventry, Inarcs or Loxley.
Title: Re: Mercenary Hall
Post by: Wrangler on 04 June 2015, 16:25:27
Son Hoa or one of Coventry, Inarcs or Loxley.
Hopefully, they'll clear it up.  The twitter feed really suggests a really divided nation.  Hopefully next source book may give profile on what nations are like there.   Field Manual: 3155?  Who knows.
Title: Re: Mercenary Hall
Post by: Adacas on 04 June 2015, 17:13:26
I am wondering about a hiring hall out that way . . . Arc Royal goes down, Outreach is . . . out of reach, not supposed to be one in the old FWL space (Kendall still strikes me as a yes), Solaris VII is Wolf territory . . . which leaves Galatea alone again.  And Galatea is in the path of the Wolf advance into the Republic, it will go if the Remnant does . . . and it sounds like it will.

Son Hoa?  anyone up for making that a new hub?

I think it will have to rise to new places for mercs apart from those who survived as Herotitus, they are perhaps an option Hoa is a world run by a corporation could serve as Starcorps, or maybe one world Buena Collective  nascent about something in Marik space opened to do something close to Rim Commonality all other states are very committed Marik or reopen Astrokazy or consult the Marians will open an office in Kendall or Illyria
Title: Re: Mercenary Hall
Post by: Deadborder on 04 June 2015, 19:11:41
Son Hoa is geographically isolated and corporate dominated, which doesn't really make for that good an environment. Coventry is also right on the brink of the Falcons as well, and has never had much of a past with the Merc trade.

In past, the Hiring Halls have come about either slowly and organically over time, or due to the presence of a powerful Merc Command who call that world home. Right now, there's none of the latter (Once Arc Royal gets torched) and it'll take time for the former to come to be
Title: Re: Mercenary Hall
Post by: Tai Dai Cultist on 14 June 2015, 10:18:37
I am wondering about a hiring hall out that way . . . Arc Royal goes down, Outreach is . . . out of reach, not supposed to be one in the old FWL space (Kendall still strikes me as a yes), Solaris VII is Wolf territory . . . which leaves Galatea alone again.  And Galatea is in the path of the Wolf advance into the Republic, it will go if the Remnant does . . . and it sounds like it will.

Son Hoa?  anyone up for making that a new hub?

There's always Herotitus.  Sure, it's far from the center of the Inner Sphere and that's probably the sole/primary reason why it never took off (as a hiring hall) beyond regional relevance.

But hiring halls near Terra going out of business removes the primary impediment to Herotitus' primacy in the Merc industry.  Plus, if rumors about the homeworld Clans launching Revival II come to fruition, it's a locus as far removed from the threat of invasion/disruption as can be.
Title: Re: Mercenary Hall
Post by: Tai Dai Cultist on 14 June 2015, 10:19:18
double post.
Title: Re: Mercenary Hall
Post by: Archangel on 14 June 2015, 14:16:13
Herotitus shares the same problem as Galatea.  Besides being far away from from several potential markets, both employers and employees (mercs) would have to travel through potentially hostile territory to reach them.  Neither the Wolf Empire or Jade Falcons nor the Capellan Confederation (or the FedSuns) are likely to permit potentially hostile forces from traveling through their territory without a fight.

IMO at this point in time, there are no Sphere-wide mercenary hiring worlds, there are only regional ones that cater primarily to specific factions (not that "excluded" factions don't secretly get to the world-either foreign agents to keep an eye on the comings/goings of units/individuals or to secretly hire unit(s) through a false front or in the shadows).
Title: Re: Mercenary Hall
Post by: Rainbow 6 on 24 July 2015, 16:12:42
Hi, as i'm waiting for the DTF of TRO3150 i thought i'd ask if there was any mention of the mercenary commands and equipment in the new TRO?
Title: Re: Mercenary Hall
Post by: Colt Ward on 24 July 2015, 16:53:26
Supposedly what remains of the Kell Hounds went into the periphery headed towards the Homies- some conjecture is Calamity Kell could help out Julian by ripping through the under-defended periphery edge of the Dracs.

The Dragoons are still reaming Davion forces on that border, and apparently the Sea Foxes have been making a Shogun in various flavors for the Dragoons and general merc sales.
Title: Re: Mercenary Hall
Post by: Flieger on 24 July 2015, 19:06:20
Another traditional Lyran unit going Davion...  :'(
Let's hope if they are really out to help Julian that they are on a temporary contract and will return to the Commonwealth. They may be mercs, but they are Lyran.
Anyway I like the idea that the Kell Hounds could finally engage the Wolf Dragoons. And it is only fair to send a Lyran unit to the Suns and Julian, since the 1st Davion Guards helped the Commonwealth. So yeah, it might be nice.

However, couldn't it just be that the new "pirate band", which appeared after the fall of Arc-Royal and began attacking Falcon targets only, is what is left of the Kell Hounds?
Title: Re: Mercenary Hall
Post by: Colt Ward on 24 July 2015, 19:38:13
Well, Calamity was already ripping on the Falcons.  Right now I think she was probably off Arc Royal when it fell . . .

We are slowly running out of merc hiring worlds.  Outreach never recovered really and was behind the Wall, Fletcher was a black hiring world and probably quit after the Jihad though they too ended up behind the Wall, Galatea still functions but has its own pocket kingdom . . . so where else is there?
Title: Re: Mercenary Hall
Post by: Archangel on 24 July 2015, 21:57:15
We are slowly running out of merc hiring worlds.  Outreach never recovered really and was behind the Wall, Fletcher was a black hiring world and probably quit after the Jihad though they too ended up behind the Wall, Galatea still functions but has its own pocket kingdom . . . so where else is there?

Corrected.  Outreach never recovered -period-.   With the Republic limiting mercenary activities within their borders, neither Outreach nor Fletcher would have been able to recover even if they were so inclined.  Galatea has fallen to secondary hiring world status both due to the difficulty in accessing the worlds and because it has been setting itself up as an independent state (even going so far as to strike at the employer with the easiest access to the world (Lyran Commonwealth).  Even the number of tertiary hiring worlds (hiring worlds that cater primarily to a single power/local region) has declined  due to recent changes such as the dual invasions of the FedSuns and the Capellans discontinuing its mercenary hiring.
Title: Re: Mercenary Hall
Post by: Colt Ward on 24 July 2015, 21:58:48
Actually, the Touring the Stars article about Outreach said it had sprung up again with the Blackout I think . . . but it had been back in the trade.

As for the Cappies . . . did they really fire them or transfer the contracts to the MoC?  I think there are a few indications that might have happened.
Title: Re: Mercenary Hall
Post by: Archangel on 25 July 2015, 03:30:30
Actually, the Touring the Stars article about Outreach said it had sprung up again with the Blackout I think . . . but it had been back in the trade.

For how long?  A whole one or two years before it was once again permanently shut down (by the RAF after Fortress Republic went live).

Quote
As for the Cappies . . . did they really fire them or transfer the contracts to the MoC?  I think there are a few indications that might have happened.

Where do I say the Capellans fired them?  I merely stated that the Capellans discontinued their mercenary hiring which is confirmed by FM3145 (p178).  Regardless of how their contract with the Capellans ended, they were no longer in the employ of the CC and were forced to move on.
Title: Re: Mercenary Hall
Post by: Wrangler on 25 July 2015, 04:01:16
For how long?  A whole one or two years before it was once again permanently shut down (by the RAF after Fortress Republic went live).

Where do I say the Capellans fired them?  I merely stated that the Capellans discontinued their mercenary hiring which is confirmed by FM3145 (p178).  Regardless of how their contract with the Capellans ended, they were no longer in their employ and were forced to move on.
FM3145 Also said that mercenaries on Outreach were pressed into service of the Republic.

Edit: I know i typoed badly with Outlook....
Title: Re: Mercenary Hall
Post by: Flieger on 25 July 2015, 08:51:22
We are slowly running out of merc hiring worlds. 

Makes sense as the great merc commands have been systematically destroyed since the Great Refusal*. The Gray Death, the Light Horse, the Highlanders, now the Hounds. Only the Dragoons have survived. While there are plenty of mercs lefts, they seem to be smaller and have less of an impact, both in terms of the narrative structure and in the 'real' (in-universe) developments.

* technically, you could say this trend started with the Big Mac being nationalized.
Title: Re: Mercenary Hall
Post by: RAW on 26 July 2015, 08:37:38
I'm pretty sure the destruction of all of the well known mercy units is just so CGL can bring forth a bunch of new Merc units and their genesis  events. Just my 2 cents of course.
Title: Re: Mercenary Hall
Post by: Flieger on 26 July 2015, 08:57:08
I hope so. Battletech would not be the same without big merc companies. I am just wondering where they'd come from?

My personal hope would be that, if the Lyran Commonwealth should fall or merged with the Clans, the remnants of the LCAF form the new big merc companies. The Lyran Guards Brigade as a merc command - I would like it.
Title: Re: Mercenary Hall
Post by: Colt Ward on 26 July 2015, 09:06:31
You do still have big name merc units- even if they are mostly House organs- they just did away with the ones that would cause legal problems.  A continuation of sweeping the IP for anything that might even hint at trouble.  The only reason the ELH died again on Hesperus was because MWDA resurrected them.

Hansen's Roughriders are sort of playing Dragoon, the leading part of a coalition that has claimed some Lyran border worlds along with Republic orphans.  Hell, they are even allies to the Remnant.

As stated the Dragoons have been hammering the Draconis March so you could almost say they were back in form.

Kell Hounds have been hammered but limp on, with a mystery twist.

Wolf Hunters got hammered by Alaric when he took Anastasia but they managed to rebuild pretty quickly and are now lead by a Horse bloodnamed.

We honestly do not know the state of the mercenary trade as of 3145 except that during the Stoned Age it had sort of fallen off.  When the HPGs turned off, lots of folks grabbed guns to protect themselves . . . some of them lost that effort and decided to move on.  Lots of new small time mercs out there but I really think the biggest problem is no hiring hall- especially with interstellar communication reduced to the pony express.
Title: Re: Mercenary Hall
Post by: Wrangler on 26 July 2015, 10:42:38
I'm pretty sure the destruction of all of the well known mercy units is just so CGL can bring forth a bunch of new Merc units and their genesis  events. Just my 2 cents of course.
With the novels returning, it's possible some new merc units will be conceived.   That's what makes merc unit stand out for us players i truly believe.   I'm not sure if the scenario books like Rolling Thunder (yeah, i know they weren't a merc company), Black Widows started out in books of their own, as did Kell Hounds.   Gray Death Legion came from the novels, Kell Hounds were prominent those earlier books as well.   The 17th Recon was born from Victor Milan's novels.

My point is that we started caring about those units, due to associate from singular products highlighting those units.

Without the book focus kind of products, we didn't really start get angry that Kell Hounds were killed off, the Dragoons were wiped out.

I'm glad for the books comes out, who knows maybe Stealthy Tigers will become a thing even though their dead/disbanded unit.
Title: Re: Mercenary Hall
Post by: Colt Ward on 26 July 2015, 11:11:33
 . . . okay, so are you talking about when the Falcons killed Dan Allard-Liao along with a bunch of Hounds in transit?

 . . . or when Mad Malvina orbitally bombarded the Kell Hounds along with her Horse allies?

Cause the later was covered in a book.
Title: Re: Mercenary Hall
Post by: Rainbow 6 on 26 July 2015, 12:33:51
I wonder what merc units will be covered in the combat manual?

From the cover I assume the Dragoons and Roughriders will be in there.
Title: Re: Mercenary Hall
Post by: Klat on 26 July 2015, 12:36:50
I wonder what merc units will be covered in the combat manual?

From the cover I assume the Dragoons and Roughriders will be in there.

I would bet the big names, minus the ELH.
Title: Re: Mercenary Hall
Post by: Colt Ward on 26 July 2015, 14:26:37
Except that manual is supposed to cover before and after the Clan Invasion . . .
Title: Re: Mercenary Hall
Post by: Øystein on 26 July 2015, 14:35:48
The "decline" of the mercenary units is to a simple fact - wars since 3057 have been total wars. Wars fought with all available weaponry and at with savage fighting. They are not the "lance went on a planetary raid" days of the 3rd Succession War, when merc units could make a good living out of it.

When the gloves came off, the people who were paid the big bucks to fight also suffered for it - no longer any honorable ransom when you abandoned your mission, this time the enemy ignored your surrender and wiped you out. Why let you live to fight another day?

It suits the motto of the Jihad and Dark Age: War is Hell, and life is cheap.
Title: Re: Mercenary Hall
Post by: SCC on 27 July 2015, 19:56:27
Personally I imagine that Hesperus a Hiring Hall, but it's a very quite one. Sure every one claiming to be a Merc goes to Outreach, but the smart ones realize that sooner or later they'll want/need to purchase new 'Mechs, and where else do you do that but Hesperus? This means that ones that can afford to do so will maintain a presence on Hesperus, even if it's just a lawyer to keep the purchase permits up to date. Through this presence it should be possible to contact them to arrange a contract
Title: Re: Mercenary Hall
Post by: RAW on 28 July 2015, 02:07:20
Actually post Dark Age we should see exponential increases in mercenary commands/units. Especially do ti the mass amount of fracturing and conflict/ micro states. This only makes sense. Yeah...sure during the Jihad mercenaries should be dying left and right, however now 3145-3150...should be a renaissance of sorts.
Title: Re: Mercenary Hall
Post by: SCC on 28 July 2015, 03:38:02
Old ones re-registering after retiring for 50+ years, likely the children of the old member, they the 'Mechs into storage, figuring that this 'peace' thing wouldn't last.

Could even see some new big ones registering, when everyone else was disarming they brought up gear at fire-sale prices and now stand to reek massive profits
Title: Re: Mercenary Hall
Post by: RAW on 28 July 2015, 07:20:15
I wonder if there is going to be a Mercenaries update manual for 3150
Title: Re: Mercenary Hall
Post by: Flieger on 28 July 2015, 16:50:44
Actually post Dark Age we should see exponential increases in mercenary commands/units. Especially do ti the mass amount of fracturing and conflict/ micro states. This only makes sense. Yeah...sure during the Jihad mercenaries should be dying left and right, however now 3145-3150...should be a renaissance of sorts.

I have to agree. With so many possible employers having more money than military power, any PMC should have an easy time finding a well paid job. The CC is too well off to have need for them, but everyone else... However, maybe it is not the time of the huge commands anymore, especially since I have the impression they are used as cannon fodder more than ever. In the past, traditional commands would have been treated with respect, not just set-up and left to die like the ELH.
Title: Re: Mercenary Hall
Post by: Davout73 on 28 July 2015, 17:06:45
I can't see a Hall on Hesperus. And given that Outreach is pretty much the next thing to  hunk of desolated rock, I'm not sure going there would be worth it (other than for sentimental reasons).

Antallos, Arc-Royal, Astrokaszy, Fletcher, Galatea, Herotitus, Noisiel, Northwind, Solaris VII, Westerhand are the Hiring Halls still in use, I would bet Galatea has resumed the mantel of the place to go.

YMMV,

Dav

Personally I imagine that Hesperus a Hiring Hall, but it's a very quite one. Sure every one claiming to be a Merc goes to Outreach, but the smart ones realize that sooner or later they'll want/need to purchase new 'Mechs, and where else do you do that but Hesperus? This means that ones that can afford to do so will maintain a presence on Hesperus, even if it's just a lawyer to keep the purchase permits up to date. Through this presence it should be possible to contact them to arrange a contract
Title: Re: Mercenary Hall
Post by: SCC on 28 July 2015, 17:20:12
I can't see a Hall on Hesperus. And given that Outreach is pretty much the next thing to  hunk of desolated rock, I'm not sure going there would be worth it (other than for sentimental reasons).
I was think for of an informal thing then a formal one. There wouldn't be an actual hall or any of the facilities normally associated with one, but a MRBC office to certify contracts. There's no provisioning for mercenary commands to stay there, but a decent PI can tell you which lawyer front/work for which mercenary commands. That sort of thing.

Antallos, Arc-Royal, Astrokaszy, Fletcher, Galatea, Herotitus, Noisiel, Northwind, Solaris VII, Westerhand are the Hiring Halls still in use, I would bet Galatea has resumed the mantel of the place to go.

YMMV,

Dav
Galatea's back in business, see Empires Aflame opening fiction
Title: Re: Mercenary Hall
Post by: Colt Ward on 28 July 2015, 19:15:34
Arc Royal is gone by 3150 and a possibly bad place to go as early as 3145.  Solaris VII is control by the Wolf Empire.  Northwind and Fletcher were behind the Fortress walls just like Outreach and thus . . . out of reach.  They would also not have been places to hire even before the Wall unlike Outreach.

Galatea has its own League overseen by Hansen's Roughriders . . . who knows what goes on there but they are sitting there for the Crusader Wolves and nutso Falcons to hit.

Herotitus is way out on the periphery and maybe no longer accessible or easily travelled too . . . it was also a bit of a place to avoid for honest mercs.

Astrokrasy has not been a hiring hall in a while, it would have been even more dangerous than Herotitus.  Shortly after the Jihad, the Rim Commonality decided to clear out that thieves' den and now it is one of their worlds.

Noisiel . . . how close to the Falcons?

Westerhand, trying to remember where it is so I guess it is still viable.
Title: Re: Mercenary Hall
Post by: snakespinner on 28 July 2015, 20:46:00
Westerhand is in the CapCon. Sian commonality.
Title: Re: Mercenary Hall
Post by: Wrangler on 29 July 2015, 06:39:27
Noisiel . . . how close to the Falcons?
Well, last time it was written about it's not doing anything anymore.  Dawn of the Dark Age was it's death throw with desperate mercs lurking around thinking there was still golden opportunity.  Games are gone.
Title: Re: Mercenary Hall
Post by: Rainbow 6 on 29 July 2015, 10:41:59
Westerhand is in the CapCon. Sian commonality.

And closed down as a hiring hall by the Confederation post jihad.
Title: Re: Mercenary Hall
Post by: Colt Ward on 29 July 2015, 14:22:31
And both those answers I think had been covered before which is why I said there were not many hiring hall worlds left in the 3130s.
Title: Re: Mercenary Hall
Post by: Davout73 on 29 July 2015, 16:47:52
I think the Galatea would be the place to go.  Regardless of who owns it, its past history as a Hiring Hall can only help it now, especially with so few Halls left.
Title: Re: Mercenary Hall
Post by: Tai Dai Cultist on 29 July 2015, 17:17:53
What's potentially an even bigger proble for the merc trade than the absence of hirng halls is the collapse of the C-bill.

Mercs don't want to be paid in scrip for obvious reasons. Yet the C-bill is no longer an alternative.  The fungibility of ammo has led it to be a form of cuŕrency, but its resulting hoarding by mercs has begun to negatively affect its availability.
Title: Re: Mercenary Hall
Post by: SCC on 29 July 2015, 17:36:18
What's potentially an even bigger proble for the merc trade than the absence of hirng halls is the collapse of the C-bill.

Mercs don't want to be paid in scrip for obvious reasons. Yet the C-bill is no longer an alternative.  The fungibility of ammo has led it to be a form of cuŕrency, but its resulting hoarding by mercs has begun to negatively affect its availability.
Source?
Title: Re: Mercenary Hall
Post by: Colt Ward on 29 July 2015, 17:41:20
ER3145 or FM3145 talked about that problem, we have had topics on the economy, collapse of c-bills, and communication breakdown affecting exchange rate.

We could see a break away from fiat currency- house bills- which is why the c-bill was used, it was actually backed by something solid.  Precious metals (gold & silver), high end industrial metals (platinum, tungsten, etc), and other valuable items would be what they haul (Glengarry Reserve!  Timbiqui Dark!) which is now complicated by cargo space on their dropships.
Title: Re: Mercenary Hall
Post by: Tai Dai Cultist on 29 July 2015, 18:24:33
Source?

FM 3145, page 176.
Title: Re: Mercenary Hall
Post by: Wrangler on 30 July 2015, 06:23:38
It's a huge problem,  that's why i keep thinking that if there some kind of unifying force after the IlClan event, that the interstellar economy problems of having universal cash that's worthless and resort to bartering may go away.

Depending on the what heck it is (if there is) that mercenaries could be working the fringes of that unifying government.  Remember, both the original Star League and the Republic of the Sphere, two of the most influential political entities / governments in the Inner Sphere did not like mercenaries.  Third one if there is one, may feel the same way. Then again, it will make in interesting play in.



Title: Re: Mercenary Hall
Post by: Archangel on 31 July 2015, 21:48:22
Depending on the what heck it is (if there is) that mercenaries could be working the fringes of that unifying government.  Remember, both the original Star League and the Republic of the Sphere, two of the most influential political entities / governments in the Inner Sphere did not like mercenaries.  Third one if there is one, may feel the same way. Then again, it will make in interesting play in.

Where do you get that the Star League did not like mercenaries?  If they didn't, then they certainly wouldn't have allowed the largest mercenary group of all time, the Illician Lancers, to use Terra as their home planet or have their headquarters or allowed members of the Northwind Highlanders to join the First Lord's personal bodyguard unit, the Royal Black Watch Regiment.  It would be more accurate to say that their opinion varied depending upon the unit in question.
Title: Re: Mercenary Hall
Post by: Wrangler on 03 August 2015, 06:41:45
Where do you get that the Star League did not like mercenaries?  If they didn't, then they certainly wouldn't have allowed the largest mercenary group of all time, the Illician Lancers, to use Terra as their home planet or have their headquarters or allowed members of the Northwind Highlanders to join the First Lord's personal bodyguard unit, the Royal Black Watch Regiment.  It would be more accurate to say that their opinion varied depending upon the unit in question.
Fluff from the Star League sourcebook for the older stuff.  I'm not saying out right banned, but if you read enough of the big old book you see patterns.  Newer sources suggest their not loved as much, but with cut backs in regular armies, they came about. 

Republic was far worse than the original Star League was about policy on mercenaries.
Title: Re: Mercenary Hall
Post by: Colt Ward on 04 August 2015, 00:41:34
Oh, to add this . . .

Era Digest Dark Age, pg 7

"Outreach, a world once home to the largest concentration of mercenary hiring in the Inner Sphere but little more than a sparsely populated wasteland since the Jihad, found itself suddenly becoming a second nexus of hiring activity in the Republic."
Title: Re: Mercenary Hall
Post by: Tai Dai Cultist on 04 August 2015, 00:45:04
Oh, to add this . . .

Era Digest Dark Age, pg 7

"Outreach, a world once home to the largest concentration of mercenary hiring in the Inner Sphere but little more than a sparsely populated wasteland since the Jihad, found itself suddenly becoming a second nexus of hiring activity in the Republic."

That surely would have ended however with the advent of Fortress Republic making Outreach unreachable by most of the universe.
Title: Re: Mercenary Hall
Post by: Nav_Alpha on 04 August 2015, 01:06:40
FM: 3145 mentions the RAF cleaning house on Outreach - some Merc units were drafted into the regular army (sometimes at gun point) while others were just dispossessed or even arrested.
Title: Re: Mercenary Hall
Post by: Colt Ward on 04 August 2015, 01:22:53
Oh yeah, I said as much when I brought it up as a hiring hall.  But someone was saying nothing had happened there by the end of the Jihad.
Title: Re: Mercenary Hall
Post by: Nav_Alpha on 04 August 2015, 18:33:39
And for a long nothing did, I guess. I think about 3134-35 it started reforming as a merc hub.
The dossiers mention Sporit Cat warriors landing (but not staying) there in like 3132 and find I g only desolate lands, domed cities and lostech prospectors
Title: Re: Mercenary Hall
Post by: Colt Ward on 07 August 2015, 21:05:48
So putting aside the hiring hall discussion . . .

 . . . with Outreach ruined, and from what we hear Arc Royal gone in in the later 3140s, are there really any academies or training groups for mercs?  The only thing I can think of was in FWL Objectives that had some seedy & questionable series of academies of varying quality.
Title: Re: Mercenary Hall
Post by: Wrangler on 07 August 2015, 21:14:15
I think there aren't any by 3150.

Arc Royal was one the last i believe, but I'm not sure if they actually had a school. I know they had a hiring hall, the Grand Duke was trying hire anyone to garrison up his region.
 
Galatea IS still around, even if it's own little nation state.  I don't know if they survived the onslaught of all the Clan Occupation corridors expanding into the Republic Territories once the Fortress's Wall came down though. 

Title: Re: Mercenary Hall
Post by: Klat on 07 August 2015, 21:24:22
My impression is the same as Wrangler's; it appears that family training is the only real option for merc brats. Assuming Galatea is still viable one could feasibly acquire some training there; but I doubt that there's anything resembling a formal training program.
Title: Re: Mercenary Hall
Post by: Colt Ward on 07 August 2015, 21:41:28
Arc Royal did have a academy, it was in the Merc books.  Like I said the HERO? series of academies in the League are the only ones I can think of . . . which means we may have also gone back to apprentice troops.
Title: Re: Mercenary Hall
Post by: SCC on 07 August 2015, 23:58:07
If there is some way to attend a national academy without being required to join the national forces that's how you would do things
Title: Re: Mercenary Hall
Post by: roosterboy on 08 August 2015, 00:07:51
Arc Royal was one the last i believe, but I'm not sure if they actually had a school.

They did. We have references to retired Dragoons teaching there.
Title: Re: Mercenary Hall
Post by: Tai Dai Cultist on 08 August 2015, 00:26:19
Virtually every planet in the Inner Sphere has merc training available in the form of the local nobility and their house training.  I'd imagine most/nearly all families with such programs would be happy to take in and instruct prospective warriors with the right connections and/ or wealth, even if said warriors are just going to move directly on into the merc trade.
Title: Re: Mercenary Hall
Post by: Archangel on 10 August 2015, 04:06:45
If there is some way to attend a national academy without being required to join the national forces that's how you would do things

Yes, three ways.  Flunk out (might still be required to join a lesser branch of the military), be dishonorably discharged or desert.

As far as I am aware the only individual to graduate from a national academy and be able to legally join a mercenary unit straight out of the academy was Daniel Allard.
Title: Re: Mercenary Hall
Post by: Wrangler on 10 August 2015, 06:23:46
Most likely question is now: How does a Mercenary train? Answer = By veterans in Merc unit who hire them; Being exMilitary (retired, deserted, orphaned, flunk/drop out of military training)

Clans in general don't like mercenaries, if they really become a interstellar power with influence, it will be rough and tumble times for the mercenary units that still exist.   Leaving Galatea survive aside, mercs would have to barter a good deal wandering from state to state that still surviving and pray the Company Store doesn't get them in debt and put then in the state military.

Good Roleplaying I guess will keep you alive, but abstract wise.  It's hard to say until the new era finally dawns.
Title: Re: Mercenary Hall
Post by: Nav_Alpha on 10 August 2015, 07:18:18
Yes, three ways.  Flunk out (might still be required to join a lesser branch of the military), be dishonorably discharged or desert.

As far as I am aware the only individual to graduate from a national academy and be able to legally join a mercenary unit straight out of the academy was Daniel Allard.

Dan Allard was actually assigned to the Hounds by Hanse Davion for his six year hitch
Title: Re: Mercenary Hall
Post by: Flieger on 10 August 2015, 11:31:08
Most likely question is now: How does a Mercenary train? Answer = By veterans in Merc unit who hire them; Being exMilitary (retired, deserted, orphaned, flunk/drop out of military training)

Clans in general don't like mercenaries, if they really become a interstellar power with influence, it will be rough and tumble times for the mercenary units that still exist.   Leaving Galatea survive aside, mercs would have to barter a good deal wandering from state to state that still surviving and pray the Company Store doesn't get them in debt and put then in the state military.

Good Roleplaying I guess will keep you alive, but abstract wise.  It's hard to say until the new era finally dawns.

Some of the remaining mercs could be nationalized, but perhaps there'll be new mercs when states collapse. Many big companies were ex-SLDF units, so couldn't there be ex-RAF/LCAF units if their states fall?
Title: Re: Mercenary Hall
Post by: Tai Dai Cultist on 10 August 2015, 11:48:42
If there is some way to attend a national academy without being required to join the national forces that's how you would do things
Yes, three ways.  Flunk out (might still be required to join a lesser branch of the military), be dishonorably discharged or desert.

As far as I am aware the only individual to graduate from a national academy and be able to legally join a mercenary unit straight out of the academy was Daniel Allard.

I won't quibble with Archangel's answer, as it'd surely be correct for places like NAMA or Sun Zhang to work like West Point or Annapolis with regards to mandatory national service following graduation.

OTOH there are lots of other private Mechwarrior Academies, Sakhara and Blackjack coming immediately to mind (although both are in hostile hands as of 3145).  They'd be more like The Citadel or VMI.   Maybe there are House government-backed student loans that would pay the way through some private mechwarrior academies, and if so it'd be reasonable to expect that part of the terms of those loans are mandatory House military service following graduation.

But the BTU is full of scions of very, very wealthy families who can afford to send their adventurous sons and daughters to MechWarrior School on their own nickel.  There's no reason to expect they're required to serve a House military under those circumstances.


Another, related thought regarding academy graduates: Even when House service is mandatory, there's no reason to expect it'd be for more than one term of enlistment.  I'd wager that most mercenary Mechwarriors have formal House military service experience before they pick up their first contract.  Why would you NOT sit through 2-4 years of drawing a steady paycheck and padding your resume before going "pro"?
Title: Re: Mercenary Hall
Post by: Archangel on 10 August 2015, 20:36:41
I won't quibble with Archangel's answer, as it'd surely be correct for places like NAMA or Sun Zhang to work like West Point or Annapolis with regards to mandatory national service following graduation.

He asked about national academies not private academies.

Quote
But the BTU is full of scions of very, very wealthy families who can afford to send their adventurous sons and daughters to MechWarrior School on their own nickel.  There's no reason to expect they're required to serve a House military under those circumstances.

Depending upon which child one is discussing and how indulgent the parents are, wealthy parent's can use their influence to ensure that their child gets a desirable posting (whether to a prestigious unit, a unit they want to have more influence over, a safe posting far from danger, etc).

Quote
Another, related thought regarding academy graduates: Even when House service is mandatory, there's no reason to expect it'd be for more than one term of enlistment.  I'd wager that most mercenary Mechwarriors have formal House military service experience before they pick up their first contract.  Why would you NOT sit through 2-4 years of drawing a steady paycheck and padding your resume before going "pro"?

Quite a few reasons including that paycheck may not be so steady (ex.: 21st Centauri Lancers went merc because they weren't getting paid), one may be assigned to a unit that is viewed as cannon fodder and as such is provide with little to no support (ex: Legions of Vega for most their history or the 18th Marik Militia), incompetent leadership (one such incident led to the formation of the Black Outlaws), facing possible criminal charges (ex.: Black Angus Boys), get a better offer, sent on a suicide mission, etc.
Title: Re: Mercenary Hall
Post by: Colt Ward on 10 September 2015, 19:58:13
With the bits from TRO3150 . . . where would you want to be employed as a merc as of 3150?
Title: Re: Mercenary Hall
Post by: Tai Dai Cultist on 10 September 2015, 20:31:43
Quote
With the bits from TRO3150 . . . where would you want to be employed as a merc as of 3150?

The Draconis Combine.  You can either enjoy cushy garrison in a quiet sector of the galaxy, or fight for booty on the side that's winning a war.

The Confederation would be up there as well, but they're undergoing their own "Death to Mercenaries: Lite" phase.  Mercs would love to work for Liao, but Liao isn't wanting mercs right now.

The nuFWL would be next.  Shaky, but certainly beats fighting for Houses Davion or Steiner right now.
Title: Re: Mercenary Hall
Post by: Sharpnel on 11 September 2015, 03:29:50
With the bits from TRO3150 . . . where would you want to be employed as a merc as of 3150?
Definitely not for the Fedrats or the Lyrans unless the money was too completely outrageous to pass up. First choice would be for the FWL, though
Title: Re: Mercenary Hall
Post by: Wrangler on 11 September 2015, 08:55:49
Depends on my resources, if i have enough to have small JumpShip on retainer.  I'd go for chaotic borders along Clan Wolf Empire or Falcons.  Good salvage, but if things get really bad, i could have chance to skedaddle out of there.  FedSuns contract would actually be fun doing a force in recon, though i'd avoid using FedSuns equipment.  Mainly due how hot the Liao's equipment has become.  They're #2 in my preferred factions with cool toys to play with list.  DracCom still isn't as friendly in my opinion to Mercs, i think Dragoons have a unique situation with them.
 
Title: Re: Mercenary Hall
Post by: Flieger on 11 September 2015, 15:37:33
The Commonwealth burned a lot of its money by giving it ComStar, but the FM:3145 says Lyran worlds offer "fairy-tale contracts". Sounds like big money can be made.
Oh, please, get over this ELH-thing. So Steiner sacrificied a merc unit rather than a house unit. No big deal. Every house would have done the same. That is what mercs are: expendable.
Title: Re: Mercenary Hall
Post by: Colt Ward on 11 September 2015, 16:32:01
The Lyrans are a bad employer right now . . . besides the ELH getting put out on the sharp end, it was more that the survivors were abandoned.  The defenses were specifically instructed not to let them inside the mountain.  Then you look at the behaviors to other units in Lyran employee, unsupported in Mad Malvina's advance, how they treated Arc Royal- one of their primary production worlds- abandoned.
Title: Re: Mercenary Hall
Post by: Deadborder on 11 September 2015, 17:22:03
The Commonwealth burned a lot of its money by giving it ComStar, but the FM:3145 says Lyran worlds offer "fairy-tale contracts". Sounds like big money can be made.
Oh, please, get over this ELH-thing. So Steiner sacrificied a merc unit rather than a house unit. No big deal. Every house would have done the same. That is what mercs are: expendable.

Besides the fact that they deliberately abandoned the ELH to die and then pretty much left the survivors to die, it's the fact that the Lyrans did it to the ELH specifically that hurts the most.

The ELH was a long-lived and storied unit, one that had a tradition of honour, loyalty and integrity and was proud of its SLDF heritage. They were a prestigious command, one that represented the very best of the Merc trade; the top of their chosen profession with nary a black mark to their name. By the time of their destruction, the ELH had been active for some 370 years as a merc command, and could trace back their time as an SDLF command even further.

They're not the sort of bottom-feeding pond scum unit one associates with that sort of employer behavior. Yes, Mercs get used and abandoned all the time; but the truth is that it's usually done to those units that nobody would miss. The poor, the desperate, the bottom-feeders, the borderline pirates and the like. By deliberately abandoning and sacrificing the ELH, the Lyrans are sending a message of "hey, we don't care who you are. We're going to treat you like dirt and then leave you to die"
Title: Re: Mercenary Hall
Post by: Flieger on 11 September 2015, 17:27:01
Of course Defiance did not allow the ELH in. The Commonwealth critically depended on Hesperus's industrial complex, as such it was to be preserved at all costs. That is why the risky gamble of luring the Wolves to Hesperus was necessary in the first place. Malvina on the other hand however was ready to nuke the factories under certain circumstances and may have done just that had it not been for the assassination attempt. Fighting such an enemy means you make sure not to draw its wrath on the factories. That in turn means keeping the factories out of the combat as much as possible. Bad luck for the ELH, but perfectly reasonable for the Lyrans.
Furthermore, neither Defiance nor the DSPF (which denied access to the ELH) fall under LCAF command. Even if the Royal Guards had ordered the ELH in, the DSPF had no obligation to follow such orders - much less voluntarily risk the factories without such orders. Sometimes being a merc is rough business. If you want to be treated like a house unit - join a house unit.

Yes, the ELH was special. I think this made the ruse so convincing. It makes it sad too, I agree.

Also, how do we know Arc Royal was abandoned? We only know it fell to the Falcons. And no merc units were on Arc-Royal in 3145.
Title: Re: Mercenary Hall
Post by: Colt Ward on 11 September 2015, 17:38:47
The survivors had time to withdraw into the factory mountain from what I remember in FM3145.  Its a repeat of what has been seen through history, one BT version was Tamar where the FedCom unit fought outside the city before retreating away.

Arc Royal is a strategic asset, being a Merc center and very important factory world.  It builds a variety of mechs the Lyran state employs as well as assault DS which they need.  The Warden Wolves had been battling to help hold that border with no support- on the frontlines facing Mad Malvina . . .

 . . . and Arc Royal was abandoned as much as the ELH was . . . it just shows a bad trend for any mercs thinking of working for the Lyrans.
Title: Re: Mercenary Hall
Post by: roosterboy on 11 September 2015, 17:45:05
. . . and Arc Royal was abandoned as much as the ELH was

Please tell us how you know that in the absence of more than scraps of info about the fall of Arc-Royal.
Title: Re: Mercenary Hall
Post by: Flieger on 11 September 2015, 17:51:52
Unless I missed some Twitter snippets (some of them did not make it in TRO:3150), we know nothing about what happened on Arc-Royal. The fact that it was important - important to the Lyran Commonwealth, too - would rather implicate the Archon was not happy seeing it fall.

The FM:3145 says very little about the Battle of Hesperus, most info is derived from the ER:3145. Yes, the ELH made it to DefHes and Defiance decided not to let them in, for perfectly good reasons as outlined before.
Again I agree, it is sad what happened to the ELH. The were set up to present a credible defense, overwhelmed as planned, denied shelter to preserve the factories, and thus left to die a cruel death. Sad, but necessary. That is why you have mercs.
Title: Re: Mercenary Hall
Post by: Davout73 on 11 September 2015, 18:10:46
...By deliberately abandoning and sacrificing the ELH, the Lyrans are sending a message of "hey, we don't care who you are. We're going to treat you like dirt and then leave you to die"

Maybe the Lyrans are taking the "We treat mercs not so well" trophy from the DC mantle?

Dav
Title: Re: Mercenary Hall
Post by: Decoy on 11 September 2015, 18:14:32
I think the upshot is that the LyrCom can be perfectly reasonable with their own people for now. I can't imagine myself taking a contract with them for the foreseeable future. Or the Combine or the Confederation (if they decide to hire again) They're just not good employers.
Title: Re: Mercenary Hall
Post by: Colt Ward on 11 September 2015, 20:06:18
roosterboy, we have the 3145 products talking about how the Warden Wolves are fighting in their area, raiding against Falcon lines, and generally providing a credible defense of the border . . . and are pretty much doing it on their own.  They were not getting supported by the Lyran state earlier, the little snippets do not make me think they received any as the timeline progressed.

Arc Royal, capital of a theatre, major factory world for mechs, armor, BA and assault dropships received no support prior to the 3145 series of information, no sort of strategy change, and as it fell we did not hear any sort of fluff about the Lyrans going to any lengths to support the theatre capital or their ally the Warden Wolves.

In fact, the Duchess for that world is not even trying to take it back- that says how much support the Warden Wolf survivors and Kell Hound survivors are getting.  She has instead booked off into the Periphery rather than trying to raid or launch insurgent operations on her home world.
Title: Re: Mercenary Hall
Post by: Wrangler on 11 September 2015, 23:14:57
Well, Wolves-In-Exile (WiE) from what i read, they had other settlements in the now former Arc Royal area. However I think, they hadn't established if they had other factories in those settlements. (At least ones mentioned in TROs producing Clan grade tech weapons, vehicles, etc)  Thus WiE will die out or join the Empire.  While Kell Hounds sounds like they disappeared completely.
Title: Re: Mercenary Hall
Post by: SCC on 13 September 2015, 21:44:03
If I'm allowed meta-knoweldge the LC and FedSuns look pretty good right now. There's no way that their about to be eliminated and CGL probably isn't going to put up with giving them the long road to recovery that the CC went through, so some people are about to get crouch kicked
Title: Re: Mercenary Hall
Post by: Colt Ward on 13 September 2015, 21:52:39
Lol, CC never went down a long road in real time.

I do not know, both are in so much trouble why would you want to hire on?  It is the old complaint for mercs- they fight for money and (unless you are paying a lot) not to lose, they do not stick out a defeat.

I wonder how many mercs the Regulans had and how things might have shifted there with the reunion.
Title: Re: Mercenary Hall
Post by: Archangel on 14 September 2015, 19:32:57
The FM:3145 says very little about the Battle of Hesperus, most info is derived from the ER:3145. Yes, the ELH made it to DefHes and Defiance decided not to let them in, for perfectly good reasons as outlined before.
Again I agree, it is sad what happened to the ELH. The were set up to present a credible defense, overwhelmed as planned, denied shelter to preserve the factories, and thus left to die a cruel death. Sad, but necessary. That is why you have mercs.

Risking the mercenary units was necessary.  Sacrificing them without providing them with means/ability to escape the Falcons or drag out the fighting was unnecessary.  As a result mercenary and even some House units are going to be wary that they are the next sacrificial lamb and aren't going to be willing to risk their lives as much.  "You want my unit to be the bait to lure the Falcons into a trap? HAH! Yeah right! Our contract doesn't require suicide missions."  Not to mention that future mercenary contracts are going to cost the Lyrans more due to their poor reputation.
Title: Re: Mercenary Hall
Post by: Flieger on 14 September 2015, 20:05:28
we did not hear any sort of fluff about the Lyrans going to any lengths to support the theatre capital or their ally the Warden Wolves.

That might have something to do with the fact that we know nothing about the fall of Arc-Royal other than that it fell to the Falcons.
You do not know why the remnants of the Kell Hounds went to the Periphery. You do not know what the Archon did to defend Arc-Royal and you do not know what she plans to retake it. Since the LCAF are battered, have to cope with the Buena secession, Wolves and Falcons on the offensive, it is not like retaking Arc-Royal is a small feat that merely depends on the will of the Archon. The idea that she would willingly let Arc-Royal fall is  ...mildly unrealistic.
Of course the Wolves in Exile were the prime defenders of the Arc-Royal Theatre (not the sole defenders though). That was their job, after all, the sole reason why the Archons accepted their settlement on Lyran territory.


Sacrificing them without providing them with means/ability to escape the Falcons or drag out the fighting was unnecessary.

How is that going to work without risking the factories, and keeping the whole plan in secret?
Title: Re: Mercenary Hall
Post by: Colt Ward on 14 September 2015, 20:47:32
The state you are in my friend is, Denial . . . a barren place.  We got blurbs talking about warriors making it off Arc Royal and we had previous bits about how they were wearing themselves down unsupported on the Falcon front.  With the ELH's experience it paints a picture of the Lyrans.  I am not saying they WANT to do all of this- they do have the smelly dirty end of a short stick- but at present they are not a top employer due to tight funds (wonder who kept the deposits and advance money the ELH was supposed to get?) and a in universe strategic position.

As far as the Kell Hounds, Calamity had gathered up the scraps and was stomping around the border on what Falcons she could find.  With her leading what remains off into the Periphery rather than staying on as a stalwart of the Steiner house (Defender of Tharkad after all) . . . it does not paint a good picture for the Lyrans strategically or in regards to reputation.  Because the merc rumors on Galatea would be the Hounds have abandoned the Lyrans after Arc Royal fell.
Title: Re: Mercenary Hall
Post by: roosterboy on 14 September 2015, 21:17:04
Not being able to support the defense != abandonment. You have yet to prove—or even offer any evidence in support of—your assertion that "Arc Royal was abandoned as much as the ELH was".
Title: Re: Mercenary Hall
Post by: Archangel on 15 September 2015, 17:12:45
How is that going to work without risking the factories, and keeping the whole plan in secret?

Easily, given the importance of the planet and its position and the attack on Tharkad, preparations could be disguised as simply precautionary for a possible attack by the Jade Falcons or Wolf Empire.  They simply wouldn't say that they would be expecting the assault sooner rather than later, that they expected (hoped) both Clans were going to attack and restricted certain details of the full plan to key senior personnel (such as that the LCAF was going to withdraw off-planet).

 
Title: Re: Mercenary Hall
Post by: Flieger on 15 September 2015, 17:57:54
What preparations? How exactly would the LCAF prepare to evacuate or support the ELH? Extra DropShips with extra fighter cover and perhaps some WarShips? Extra fortifications and weapon caches just for the ELH? Where do all the resources come from? Do the LCAF even have the extra capacities to save some scattered survivors?

However... Preparing the execution of a contingency plan in case of both clans attacking Hesperus just after you leaked info to the Wolves on the Falcons's attack is as secretive and deceptive as sending an open letter. Alaric would have seen through that with ease.
There is a reason even the LCAF leadership was not told what was going on, even when Hesperus had been lost. It was weeks later, after the death of the ELH, that the Archon revealed her plans to the LCAF and initiated Operation Jotunheim.
Title: Re: Mercenary Hall
Post by: Archangel on 16 September 2015, 18:00:51
What preparations? How exactly would the LCAF prepare to evacuate or support the ELH? Extra DropShips with extra fighter cover and perhaps some WarShips? Extra fortifications and weapon caches just for the ELH? Where do all the resources come from? Do the LCAF even have the extra capacities to save some scattered survivors?

How about fortified positions with pre-sighted fire lanes or turning some hidden mine shafts into bunkers?  Both can be accomplished with mining and engineering equipment already on-planet.  The factories receive regular DropShip visits to pick up finished 'Mechs and drop off parts not manufactured on-planet.  Add a DropShip or two that remain on-planet that bring in additional equipment and then can either be intended to reinforce a position or be used to pull the mercs out.

Quote
However... Preparing the execution of a contingency plan in case of both clans attacking Hesperus just after you leaked info to the Wolves on the Falcons's attack is as secretive and deceptive as sending an open letter. Alaric would have seen through that with ease.
There is a reason even the LCAF leadership was not told what was going on, even when Hesperus had been lost. It was weeks later, after the death of the ELH, that the Archon revealed her plans to the LCAF and initiated Operation Jotunheim.

There is a reason why I said "restricted certain details of the full plan".  If you give your own forces misinformation then the only thing enemy agents can get from them is misinformation.  As far as the rank-and-file would be concerned, they are merely taking precautionary measures after the assault on Tharkad.  With the Falcon Khan raging and Hesperus II being one of the most important worlds in the Lyran Commonwealth, the precautions would be completely logical.

Besides how would Alaric have found out before he committed his own forces?  Only a handful of key officers knew the whole plan and they weren't talking.  No to mention with the HPG Network being down it takes a lot longer for intel to reach the Khans assuming they even had an agent on Hesperus II.  Even if Alaric was aware of a contingency plan being put in place it is doubtful he would have cancelled his plans.  At best he would have modified his own so as to ensure that the Falcons/Horses would be too weak to secure the planet before withdrawing like on Tharkad.
Title: Re: Mercenary Hall
Post by: Flieger on 18 September 2015, 20:23:18
Perhaps the LCAF can spend the resources building new fortifications in the middle of nowhere very quickly (I would appreciate sources on the engineering equipment on Hesperus, though), perhaps it can be disguised as some kind of contingency plan, perhaps no one in the know talks, perhaps Alaric does not see it through, and perhaps he never gets word of it.

None of this is even remotely as save as total secrecy and it is extremely risky considering what was at stake. Has something as laborious and as risky ever been done for a merc unit?

The potential reward of some ELH survivors does not justify such risks even if we knew those preparations would surely change the outcome – which we do not. Fortifications and bunkers have never impressed much less stopped the Falcons. The Lyrans had to learn that the hard way.
Title: Re: Mercenary Hall
Post by: Wrangler on 18 September 2015, 21:19:47
I suspect the 3150 twitter messages were more from IlClan book than TRO:3150 since some of the info wasn't in there.
Title: Re: Mercenary Hall
Post by: Flieger on 18 September 2015, 22:24:27
Sorry, mispost. Please delete.
Title: Re: Mercenary Hall
Post by: Archangel on 19 September 2015, 21:29:57
Perhaps the LCAF can spend the resources building new fortifications in the middle of nowhere very quickly (I would appreciate sources on the engineering equipment on Hesperus, though), perhaps it can be disguised as some kind of contingency plan, perhaps no one in the know talks, perhaps Alaric does not see it through, and perhaps he never gets word of it.

Unless you want to believe that Defiance employees use picks, shovels and push-carts to feed the never-ending hunger of the Hesperus factories, there is plenty of engineering equipment available.  Borrow the reserve/backup equipment (so as not to interfere with Defiance's operations) along with the engineers attached to the Lyran garrison (and their equipment).  After all I am not talking about building a Castle Brian here,  just something to give the defenders a chance at surviving the coming onslaught.

Quote
None of this is even remotely as save as total secrecy and it is extremely risky considering what was at stake. Has something as laborious and as risky ever been done for a merc unit?

The potential reward of some ELH survivors does not justify such risks even if we knew those preparations would surely change the outcome – which we do not. Fortifications and bunkers have never impressed much less stopped the Falcons. The Lyrans had to learn that the hard way.

Then why are you acting like some field fortifications would make either of the Clans reconsider their plans.  Even if the Clans were aware of some preparations, when did IS fortifications ever stop them from attacking a planet?  Even if Alaric suspected some kind of trap, he could not afford to risk Hesperus II falling into the Falcon's talons.

Using terrain and minefields to slow and channel the Clanners to prepared positions would allow the defenders to focus their fire on a limited number of enemy 'Mechs.  Before the Falcons can drop troops behind the defensive positions, the defenders then fall back.  As a final resort, there is always Doc Trevena's plan.  Fall back into an abandoned mine system leaving the Clanners have a choice between waiting the defenders out or going in and risking running into ambushes not to mention risking the defenders having rigged sections of the mineshaft to collapse (with other entrances having been previously sealed or hidden).  With a small supply/repair depot deep underground, it would be possible for them to hold out until reinforcements arrive.

Have the Lyran garrison run exercises with the mercs with the mercs playing the role of attacker thereby letting the mercs think the defenses are meant for the Lyrans while also letting the mercs know their locations and gives them an idea of their strengths/weaknesses.

Even if they aren't able to hold out, the Lyrans could still claim not to have completely abandoned them and to have given them a chance, which is what they did.
Title: Re: Mercenary Hall
Post by: Flieger on 19 September 2015, 21:50:27
I am sorry; the effectiveness of fortifications is only a minor point of mine. The key points remain the secrecy and the laborious preparations (both of which seldom go well together): has something like what you propose been done for a merc unit? Why do you expect the LCAF to go such extra mile for the ELH as if it was common? The (in-)effectiveness of fortifications only comes in as it might make this extra mile entirely pointless anyway. The presence of fortifications is also not the only danger to maintaining secrecy, it is but one.

You are asking the Commonwealth to needlessly increase the risk to its already risky plan (one without alternative), thus endangering the most vital planet, and on top of that you ask for an enormous building programme to be completed in short time (using not precisely determined resources, no less). And all of that is just to save a few survivors, perhaps. I really cannot think of any employer who would consider this a fine deal.
Title: Re: Mercenary Hall
Post by: Archangel on 19 September 2015, 22:57:25
You are overthinking it with nothing to support your theories not to mention that Hesperus II

So the Falcons discover the Lyrans are building field fortifications in preparation for an assault by the Falcons.  SO WHAT?  It's a matter of course that the defenders would make preparations for a Falcon attack especially after Tharkad.  Same with the Wolves.  At best it would make them even more eager as it hints for the promise of greater glory.

It's an incredulously big huge stretch to go from the Lyrans making common-sense preparations for an attack by a Clan force to that the Archon intends to withdraw the LCAF forces on-planet during a Falcon invasion, lure the Wolves to Hesperus II and then after they have beaten each other down on bring in Lyran troops to push both Clans off-planet.  Even the senior Lyran officers who were aware of the FULL plan were incredulous and thought it was so utter ridiculous that they nearly launched another coup.  If a Falcon/Wolf warrior suggested it to their respective Khan and proposed plans to counter it, they would be laughed straight into the ranks of the solahma or forced to undergo chemical re-conditioning for mental patients (like Phelan nearly did).
Title: Re: Mercenary Hall
Post by: Flieger on 19 September 2015, 23:23:04
Again: the fortifications are a minor point, at best. Even if we accept the fortifications and mining efforts are easily possible and do not endanger the secrecy of the plan (two big assumptions I would deny), it leaves the question of efficiency, i.e. the relation between input and output. You ask doing something that consumes a lot of resources – resources you still have not determined where they come from, other than making vague assertions – for the benefit of perhaps saving a few survivors. Combining that poor efficiency with a risk-reward calculation shows this meagre reward comes at a great risk, endangering the secrecy. Again, the preparations themselves are but one problem. A far greater problem is the increased number of people in the know, and the increased communication flow resulting from it.

You want the Commonwealth to make a giant effort no successor state has ever done for a merc unit, at a great risk, for a tiny benefit that is not even guaranteed in case if success. I have not read anything to change my assessment, and until I do, I better leave it at that for the sake of peace.
Title: Re: Mercenary Hall
Post by: Klat on 06 November 2015, 19:54:36
I had 1000PV of ALAG ready to go and the new merc book hits. Now my whole group wants to play Clan Invasion era mercs and I'm back on a Lone Wolves kick.

Anyone else snag it yet?
Title: Re: Mercenary Hall
Post by: Colt Ward on 06 November 2015, 21:37:54
Anyone ever figure out a scheme for the cost of repairs when a third party does them some place like Outreach or Solaris VII rather than a merc unit's own techs?
Title: Re: Mercenary Hall
Post by: Top Sergeant on 07 November 2015, 07:40:08
Maybe add 5% or 10%?
Title: Re: Mercenary Hall
Post by: Rainbow 6 on 07 November 2015, 08:28:49
I had 1000PV of ALAG ready to go and the new merc book hits. Now my whole group wants to play Clan Invasion era mercs and I'm back on a Lone Wolves kick.

Anyone else snag it yet?

No, no cash till payday, roll on Friday.
Title: Re: Mercenary Hall
Post by: Klat on 07 November 2015, 12:32:01
No, no cash till payday, roll on Friday.

The special rules for the different commands make this worth every penny.

The Lone Wolves have a wide selection of equipment and a slight advantage in urban terrain; and anytime more than one contributes to finishing off an enemy there's a chance they'll start fighting over salvage.

Other side is the Waco Rangers. They have a very restrictive selection of units but they get an ability that lets them swap a point of TMM for a -1 to hit.

If you play Alpha Strike this book is worth it. If you don't I'd consider it for the mini TRO entry with new art for the Warhammer, Shadow Hawk, Ostscout and Locust
Title: Re: Mercenary Hall
Post by: Rainbow 6 on 07 November 2015, 18:09:50
The special rules for the different commands make this worth every penny.

The Lone Wolves have a wide selection of equipment and a slight advantage in urban terrain; and anytime more than one contributes to finishing off an enemy there's a chance they'll start fighting over salvage.

Other side is the Waco Rangers. They have a very restrictive selection of units but they get an ability that lets them swap a point of TMM for a -1 to hit.

If you play Alpha Strike this book is worth it. If you don't I'd consider it for the mini TRO entry with new art for the Warhammer, Shadow Hawk, Ostscout and Locust

Not played Alpha Strike yet, but it's probably only a matter of time, how many mercenary commands are featured in the book?
Title: Re: Mercenary Hall
Post by: Tai Dai Cultist on 07 November 2015, 18:34:04
Not played Alpha Strike yet, but it's probably only a matter of time, how many mercenary commands are featured in the book?

The table of contents is in the free preview download.  Without goung thru and counting exactly... I'd say about 2 dozen.
Title: Re: Mercenary Hall
Post by: Demon55 on 16 December 2015, 10:05:03
From the earlier posts about the tragic demise of the ELH.  How would a new unit or a bottom feeder unit avoid such a fate in either the present Dark Age Era  or earlier ?  The Lyrans sound like they are not going to be trusted as much by mercs. 
Title: Re: Mercenary Hall
Post by: Tai Dai Cultist on 16 December 2015, 11:42:56
Well, new merc companies are the least stable. Of the mercenaries that go bust, most do so in their first contract or two.  So minimize the risk of going bust in those first few contracts.

It's wise for a newly minted merc captain to take some garrison jobs and hope you don't end up facing an unanticipated invasion.  Get the first couple of contracts done with a minimum of risk and you'll begin to build a reputation... with that reputation comes more reliable logistics (soldiers willing to sign up for a proven unit, supply officers in the House Army are less apt to withhold materiel, a growing network of contacts never hurts, etc etc).  Once the merc company is no longer newbies and on a solid footing, that resiliency allows you to take riskier, offensive assignments with less likelihood of going bust in the event of a failed mission.

With regards to the Dark Age, there's an added way to pad your coffers: Extortion.  One of the most fun things the original Merc Handbook had was rules for plundering the civilians that happen to live nearby your mercenaries.  The harder you lean on them, the more resources you can gather.  At risk of them complaining to your employer.  The less you plunder, the more likely the sheeple on your planet are likely to shrug and accept your extortion as a cost of having protection on-world.  In the Dark Age, how are they going to complain? Fire off a transmission from the nonfunctional planetary HPG?  The communications environment gives field commanders much more freedom from interstellar oversight, mercenaries included.  With civilians living on your mercenaries' post world unable to get reliable complaints up your chain of command (not to mention the general chaotic, paranoid feel to the era) the threshhold for accepting "costs of protection" before retaliating should be higher in the Dark Age.
Title: Re: Mercenary Hall
Post by: Colt Ward on 18 December 2015, 16:52:28
If you were to form a roughly battalion strength armor based merc unit, which vehicles would you pick & what sort of organization (4x3x3 + command lance?  4x4x3 + 2 command lances & mechanized company, etc?).  Say 3060 and a bit of customization would be expected on the tanks.
Title: Re: Mercenary Hall
Post by: Rainbow 6 on 20 December 2015, 05:59:03
Hi all, are there any mechs on the mercenary market equipped with the plasma rifle?
Title: Re: Mercenary Hall
Post by: Wrangler on 20 December 2015, 10:47:33
Hi all, are there any mechs on the mercenary market equipped with the plasma rifle?
What Era or year range you looking for?

Liao's Marauder from Project Phoenix (technically 3060s) has two Plasma Cannons,  After the Jihad or in late Jihad, Liao had Phoenix Hawk with Plasma cannons as well.   For example
Title: Re: Mercenary Hall
Post by: Decoy on 20 December 2015, 12:06:39
Taking a look through the Mul unearths the WGT-3SC Wight, the CAL-1MAF Calliope, the EFT-7X Eisenfaust, the CPLT-C6 Catapult, and several omni configs. I guess this is to be expected. The Capcon doesn't sell to Mercs these days.
Title: Re: Mercenary Hall
Post by: Rainbow 6 on 20 December 2015, 13:42:31
End of the Jihad onwards era wise.
Title: Re: Mercenary Hall
Post by: Colt Ward on 20 December 2015, 15:53:48
We also had a lot of earlier mechs that IMO were great for Plasma Rifles.  I have a junked Wolverine 7D that my techs are repairing, give it DHS and a plasma rifle for the UAC/5 and it makes me happy.  A decently armored 5/8(10)/5 that can move that thing around the battlefield to light up BA, infantry and vehicles?  Gets a 10 damage point hit against mechs without a chance to jam?  Thank you very much.
Title: Re: Mercenary Hall
Post by: Colt Ward on 21 December 2015, 20:15:49
What would be the best, most available heavy fighter on the merc or Lyran markets?  What about interceptor?  What about gunship type small craft?  assault transport type small craft (or use a ASF rules Mark VII LC?)?  Conventional fighter to play bomb truck?

I am thinking of fluffing a unit called the Flying Circus with a Lyran background.
Title: Re: Mercenary Hall
Post by: Nav_Alpha on 21 December 2015, 21:31:58
Eisensturms and Chippewas? Both are super heavy fighters that operate well as dogfighters/ attack ships.

What era are you thinking?
Title: Re: Mercenary Hall
Post by: Colt Ward on 21 December 2015, 21:56:17
Huh, thought I put that in . . . I was thinking 3030s or 3040s to start.  I was looking for best on the sort of open market- to me Eisensturms are what Lyran besties get to play with rather than a group that has that as a cultural background.
Title: Re: Mercenary Hall
Post by: JadedFalcon on 22 December 2015, 00:35:49
End of the Jihad onwards era wise.

Appears the Lyrans are selling the BSW-2r Bushwacker and the VT-5Sr Vulcan to mercs. Not the most impressive of mechs though.

Huh, thought I put that in . . . I was thinking 3030s or 3040s to start.  I was looking for best on the sort of open market- to me Eisensturms are what Lyran besties get to play with rather than a group that has that as a cultural background.

Kinda surprised mercs don't get the Seydlitz in that period. Would the negative stability of frisbee-winged planes like the Thrush and Sholagar work well with stunt flying? Or are your circus pilots not that suicidal?
Title: Re: Mercenary Hall
Post by: Nav_Alpha on 22 December 2015, 01:24:45
Corsairs are Lyran made and pretty well distributed, right?
Title: Re: Mercenary Hall
Post by: Decoy on 22 December 2015, 01:50:36
Corsairs are Davion made and fairly well distributed. ><

As far as Steiner fighters go, I'm fond of the F-90S Stingray. It gets little love.
Title: Re: Mercenary Hall
Post by: Colt Ward on 22 December 2015, 02:24:08
I like the Stingray too . . . I just figure it has to be pretty widespread.  It was honestly what I thought of them going with- the interceptors and gunships were where I was drawing a blank.

I also see the reference is going over people's heads- the Flying Circus is what they called Richtofen's group in WWI.
Title: Re: Mercenary Hall
Post by: Demon55 on 24 December 2015, 04:53:26
Corsairs and Stingrays are nice on the supply lines as they are flashbulbs.  Or are flashbulb fighters not good?  I have only used them (ASFs) a few times.
Title: Re: Mercenary Hall
Post by: Sharpnel on 24 December 2015, 04:56:19
Corsairs and Stingrays are nice on the supply lines as they are flashbulbs.  Or are flashbulb fighters not good?  I have only used them (ASFs) a few times.
Flashbulb fighters are great. They can strafe like mad men. Whereas Ac and missile toters cannot.
Title: Re: Mercenary Hall
Post by: Nav_Alpha on 24 December 2015, 06:52:39
I like the Stingray too . . . I just figure it has to be pretty widespread.  It was honestly what I thought of them going with- the interceptors and gunships were where I was drawing a blank.

I also see the reference is going over people's heads- the Flying Circus is what they called Richtofen's group in WWI.

Ohh, I got it. Was just curious if you were going to have an elite but haughty young noble leading it. Possibly with an ego-maniac, chubby officer with delusions of grandeur who takes over after the first guy is killed
Title: Re: Mercenary Hall
Post by: Top Sergeant on 24 December 2015, 22:31:54
Merry Christmas! May you get a 'Mech under your tree.  8)

And a nice fat contract with full salvage rights.  [cheers]
Title: Re: Mercenary Hall
Post by: Colt Ward on 25 December 2015, 04:46:50
You know at this point I am thinking of going with Stingrays and Centurions though I admit the Stuka has some appeal.  I really need to get some of this finally set up in the PDF for a fan supplement.
Title: Re: Mercenary Hall
Post by: Deathknight69 on 28 December 2015, 03:57:17
It's been a while for me. Has anybody tried running a unit in the 3140's ??? Let's hear your stories.
Title: Re: Mercenary Hall
Post by: Nav_Alpha on 28 December 2015, 18:27:45
A couple. As has Deadborder - check out his unit in the non canon section. He's also got a good blog (link in the ATOW section).

I've run two units from try 3130s to the 40s. Both vehicle and BA heavy, usually with only a lance to alight company of mechs.
Good fun
Title: Re: Mercenary Hall
Post by: Colt Ward on 28 December 2015, 18:52:04
IMO its sort of back to 3050, if you are a merc you are not likely fielding anything cutting edge due for a MECH due to the decrease in production from the Stoned Peace.  Which means that sometimes you can have vehicles that field some of the latest and greatest stuff out there . . . and your BA corp can be a monster.

Realize you will not have a lot of mechs available on the market unless you want to dive into armed Industrial Mechs and RetroMechs.  It also means when fighting a merc campaign you should be playing really conservative Forced Withdraw rules- armor is a bit more disposable but in the early 3130s military gear of any sort is precious.

I had a battle that sort of ended in a tactical draw but a strategic victory- my Jenner IIC 4 got ripped up against a lance of assault tanks holding a flank supported by some BA and long range fire support.  But the motive crits caused them to pull back the 3/5 (now down to 2/3 and 1/2) tanks along the road before they became pillboxes.  Even though one of my armed IndiMechs with a green pilot got wrecked and I had taken some armor damage to my defending mechs, the two lances of Dragon's Fury retreated when one was taken apart (Cent-O),  two others went internal on a side torso and another had a heavy PPC arm blown off.  The lance of light vehicles, Skulker scout cars, had also been zapped or run into mines coming in from the other flank.

I have not messed with that proto-unit due to putting minis together, building TT terrain, making MM maps and the holidays.
Title: Re: Mercenary Hall
Post by: Deadborder on 29 December 2015, 02:56:03
A couple. As has Deadborder - check out his unit in the non canon section. He's also got a good blog (link in the ATOW section).

I've run two units from try 3130s to the 40s. Both vehicle and BA heavy, usually with only a lance to alight company of mechs.
Good fun

I'm slowly cross-posting the blog to the Non-Canon section too. There's a lot of it
Title: Re: Mercenary Hall
Post by: Deathknight69 on 07 March 2016, 06:09:19
Ok, Awesome !! Let's keep this going gang.
Title: Re: Mercenary Hall
Post by: Colt Ward on 07 March 2016, 14:26:58
So new novel . . . features mercs!  It interestingly got into the professionalism and what it means to have a contract . . . as well as nasty Blakists!
Title: Re: Mercenary Hall
Post by: Nav_Alpha on 07 March 2016, 18:56:31
So new novel . . . features mercs!  It interestingly got into the professionalism and what it means to have a contract . . . as well as nasty Blakists!

And it's a damn fine book! I finished it last night and really enjoyed it.
Tough situation to find yourself in just as the Jihad breaks out.
Title: Re: Mercenary Hall
Post by: Colt Ward on 07 March 2016, 21:19:11
Yeah . . . it explores the right thing to do, the legal thing to do, and the smart thing to do . . . and how they are not always the same thing.
Title: Re: Mercenary Hall
Post by: Colt Ward on 16 March 2016, 02:40:52
Did the Dragoons ever reform Zeta after the Jihad?  or even during?

Does a massive hammer like that still have a place in the combined arms warfare?  what about their speed during 3130s era?
Title: Re: Mercenary Hall
Post by: Wrangler on 16 March 2016, 08:12:07
Did the Dragoons ever reform Zeta after the Jihad?  or even during?

Does a massive hammer like that still have a place in the combined arms warfare?  what about their speed during 3130s era?
They have completely different line up of regiments. I think (without looking at the books) there a battalion, that like Zeta.  I'm not sure which one is which thou, three Tarantulas, Wolfbane and the Spider's Web Battalion.
Title: Re: Mercenary Hall
Post by: Klat on 15 April 2016, 00:09:07
I'm working on some Dark Age mercs (again) and this time it's the Dioscuri. I'm looking for recommendations for medium 'Mechs that are era and faction appropriate and have minis. I'm putting together an Alpha Strike force and I'd like to go with a fair number of mediums to go with their rules in CM:Mercs, not that I'm planning on using those rules as they're meant for a different era but I thought it'd be fluffy.

Any how... I need merc mediums that have minis in the DA and your help is greatly appreciated.
Title: Re: Mercenary Hall
Post by: Nav_Alpha on 15 April 2016, 00:15:53
The Night Stalker is currently one of my favourite Dark Age mediums - complete with high speed and a lance!
Title: Re: Mercenary Hall
Post by: Klat on 15 April 2016, 09:42:38
The Night Stalker is currently one of my favourite Dark Age mediums - complete with high speed and a lance!

Good call, I really like that one too.

This forum needs a like button.
Title: Re: Mercenary Hall
Post by: Nav_Alpha on 15 April 2016, 18:18:41
Ha! Very true

If you're making a merc lance featuring a Night Stalker, the Jackalope is a good companion.

Night Stalker, paired Jackalopes and something like an UzL-8S Uziel.
That's a fast moving recon or pursuit lance that can dish out some hurt.
Title: Re: Mercenary Hall
Post by: Deadborder on 16 April 2016, 17:49:44
The 8S Uziel is a beast. I heartily recommend it
Title: Re: Mercenary Hall
Post by: Kojak on 16 April 2016, 19:18:43
Heartily seconded. The UZL-8S is a god among medium 'Mechs and should be feared and respected in equal measure.
Title: Re: Mercenary Hall
Post by: Klat on 17 April 2016, 13:15:47
Looks like I've a kitbash in my future; Locust guns, Pariah jump jets and a little cutting look like they could do the trick.
Title: Re: Mercenary Hall
Post by: truetanker on 17 April 2016, 13:23:07
I like the Raven II, in the Dark Age she gets a TSEMP cannon and still has her Void Signature...

TT
Title: Re: Mercenary Hall
Post by: Colt Ward on 18 April 2016, 08:23:16
Void Sig?  Pretty sure it is Stealth armor . . .
Title: Re: Mercenary Hall
Post by: truetanker on 18 April 2016, 19:12:58
http://www.sarna.net/wiki/Void_Signature_System (http://www.sarna.net/wiki/Void_Signature_System)

This...

TT
Title: Re: Mercenary Hall
Post by: Colt Ward on 18 April 2016, 20:28:08
No, what I am saying is I am pretty sure the Raven II has Stealth Armor.  Checked, yup.
Title: Re: Mercenary Hall
Post by: Klat on 18 April 2016, 22:09:02
MUL doesn't list the RVN-5X as being available to mercs and it isn't on any merc RAT that I'm aware of so it's moot.

What about the Black Hawk 2? I'm also interested in theMad Cat III 4 as it shows up and I believe the extant mini represents it well.

Any other ideas? I'm looking at about half a dozen and I'd prefer to avoid repeats.
Title: Re: Mercenary Hall
Post by: Colt Ward on 19 April 2016, 00:21:56
Shockwave . . .

I love the Havoc, its mini is great except for the butt flaps.  They are driving me nuts.

Was the Stalking Spider II released as a mini yet?

I cannot find the Hound as a mini which is too bad.  Hawkwolf might be in the same boat.

You also have the staples- Warhammer IIC 4, Savage Wolf, Koshi, Mad Cat Mk II series and Jade Hawk- brought to you by your favorite Sea Fox merchant.
Title: Re: Mercenary Hall
Post by: Klat on 19 April 2016, 11:53:25
Shockwave is a good consideration.

I'm right with you on theHavoc; love the stats but those plates are a pain.

No Stalking Spider yet but the Hound is on the release schedule. No word on the Hawk Wolf as far as I know.

While the others are good it's mediums I'm searching for. I will take them into consideration however.
Title: Re: Mercenary Hall
Post by: Colt Ward on 19 April 2016, 12:02:10
Sorry, missed that when I scrolled up . . .

Well . . . I like the Quasimodo mini, easy to fit together and it has some good posing options.  Its a solid performer in the era too. 


I thought the Stalking Spider II had already been released?  I would swear I know someone with one though I guess it could be a kitbash.  Well, you have the Violator . . . if you are desperate.  Mongrel can be fun, fluffed as popular with merc commands.
Title: Re: Mercenary Hall
Post by: Rainbow 6 on 17 February 2019, 06:21:26
Figured i'd reserect this thread rather than start a new one.

Which Merc units have survived from the 1st succession war through to 3150?

I'm thinking there are 6 but want to check in case i've missed some:-

Crater Cobras
Illician Lancers
Langendorf Lancers
Narhal's Raiders
Northwind Highlanders
12th Vegan Rangers
Title: Re: Mercenary Hall
Post by: Nav_Alpha on 18 February 2019, 21:32:46
I probably wouldn’t call the Highlanders a Merc unit as they’ve been Republic of the Sphere regulars since about 3085.
I think you’re right on all the rest though
Title: Re: Mercenary Hall
Post by: Rainbow 6 on 19 February 2019, 14:10:09
I've assumed they are again from the affiliation given in the Grey Watch Regiments information at the end if Shattered Fortress.
Title: Re: Mercenary Hall
Post by: Nav_Alpha on 19 February 2019, 16:24:05
I've assumed they are again from the affiliation given in the Grey Watch Regiments information at the end if Shattered Fortress.

You’re probably right then - I’ve not picked it up yet.
Well, good to see them back in the merc trade
Title: Re: Mercenary Hall
Post by: Wrangler on 20 February 2019, 08:14:18
Do you think Grey Watch is related to Highlander battalion outside of the Fortress with Campbell?
Title: Re: Mercenary Hall
Post by: Rainbow 6 on 20 February 2019, 09:20:09
Do you think Grey Watch is related to Highlander battalion outside of the Fortress with Campbell?

Oh yes. In so much as both are Northwind Highlander units
Title: Re: Mercenary Hall
Post by: Colt Ward on 20 February 2019, 10:33:54
Well . . . Campbell is no longer outside the Fortress . . .
Title: Re: Mercenary Hall
Post by: Rainbow 6 on 20 February 2019, 11:03:45
Well . . . Campbell is no longer outside the Fortress . . .

Or her Highlander Battalion.
Title: Re: Mercenary Hall
Post by: Rainbow 6 on 17 March 2019, 12:28:48
I know the Carlyle's Commando's Lance on Trellwan was a Phoenix Hawk, Shadow Hawk and two Wasp's but did we ever find out what the other two Lance's mech composition was?
Title: Re: Mercenary Hall
Post by: Deadborder on 19 March 2019, 05:19:34
Never. It shall remain a mystery for all time
Title: Re: Mercenary Hall
Post by: Colt Ward on 04 April 2019, 12:12:35
Anyone have a list of operating Merc Hiring Halls in 3131?  3133?  3145?

3131
Galatea
Solaris VII
Arc Royal
Nosiel
Herotitus
Kendall (FWL)-  IMO only since that was home to the Protectors, has training grounds, and factories
Khartoum ('67?)-  Minor trade center that also services merc trade, likely LC periphery mercs

3133
Galatea
Solaris VII
Arc Royal
Nosiel
Herotitus
Outreach
Ruchbah ('35)
Towne ('35)
Baxter?  ('37?)
Kendall (FWL)-  IMO only since that was home to the Protectors, has training grounds, and factories
Khartoum ('67?)-  Minor trade center that also services merc trade, likely LC periphery mercs

3145
Galatea
Arc Royal (shortly to be shut down by JF)
Nosiel
Herotitus
Ruchbah ('35)
Towne ('35)
Baxter?  ('37?)
Kendall (FWL)-  IMO only since that was home to the Protectors, has training grounds, and factories
Khartoum ('67?)-  Minor trade center that also services merc trade, likely LC periphery mercs

3145 Questionable
Solaris VII-  Wolf empire took over, gladiators & trade status unknown
Outreach-  Behind Fortress Wall

Missing worlds
Astrokasy-  Became part of FWL proto-state in 3080s?
Northwind-  post-Jihad Northwind becomes pro-Republic, Highlanders dissolve
Westerhand-  In FM Merc Sup 1, not sure if it kept in merc trade in Jihad or during Dark Ages as Daoshen divested of mercs
Fletcher-  Not a MRBC hiring hall- only one b/c of Chaos March lawlessness, became part of Republic
Antallos-  Pirate world, Snow Ravens cleaned up around Jihad . . . may have restarted as some point

With the fluff we get about the Fronc area and offering land for mercs in the '80s, would that become a merc center?
Title: Re: Mercenary Hall
Post by: Colt Ward on 07 April 2019, 00:30:59
Also found that going into the 4SW and War of 3039, the FedSuns world of Le Blanc was trying to set themselves up as a rival to Galatea per the Heir to the Dragon novel.  Not sure it gets mentioned anywhere else.
Title: Re: Mercenary Hall
Post by: Colt Ward on 07 April 2019, 00:33:30
New topic . . . arrive on Galatea late 3133 or early 3134 and what could a merc command expect in the way of recruits for mechs, armor & BA?

I am thinking its going to be a LOT of wannabes (which Patriot's Stand seems to point out) while anyone who is a independent warrior with a piece of gear that was well kept and/or modern will be able to name their price.
Title: Re: Mercenary Hall
Post by: Deadborder on 07 April 2019, 19:34:18
At that point, not much.

The Merc Trade was still recovering from the Republic's deliberate efforts to strangle it for the last four decades. There's not going to be a large pool of talented crews available at this point; rather, you;d have a lot of wannabes, reservists, adventurers, opportunists and the like. The MechWarrior pool is going to be especially poor given the efforts to get BattleMechs out of the hands of private citizens. I'd expect a lot of IndustrialMech pilots who are shooting high over actual trained MechWarriors.

Likewise, the state of equipment is going to be poor. Expect to see a lot of second-rate stuff while production is ramping up again. There are going to be a lot of Industrial MODs floating around as well.

Title: Re: Mercenary Hall
Post by: Scotty on 07 April 2019, 20:04:16
At that point, not much.

The Merc Trade was still recovering from the Republic's deliberate efforts to strangle it for the last four decades. There's not going to be a large pool of talented crews available at this point; rather, you;d have a lot of wannabes, reservists, adventurers, opportunists and the like. The MechWarrior pool is going to be especially poor given the efforts to get BattleMechs out of the hands of private citizens. I'd expect a lot of IndustrialMech pilots who are shooting high over actual trained MechWarriors.

Likewise, the state of equipment is going to be poor. Expect to see a lot of second-rate stuff while production is ramping up again. There are going to be a lot of Industrial MODs floating around as well.

It depends a lot on which part of 3133.  Early in the year, only a few months removed from Gray Monday the pool of trained MechWarriors is probably as shallow as a desert basin, but late 3133/the farther into the Blackout the timeline advances until probably 3140 at least the more likely you are to encounter RAF deserters as the standing guard disintegrates outside of Prefecture X and later the Fortress Republic.
Title: Re: Mercenary Hall
Post by: Colt Ward on 07 April 2019, 21:02:26
See I take the Juggernauts (Wolf Hunter novel? whatever one when Anastasia broke up the band) as a sort of example.  They have equipment . . . most of what they have, if it was stock, would be great.  They have a Sagittaire that suffered a tech downgrade akin to the Succession Wars . . . no XL, no TC and no Pulse IIRC.  But that was the parts the owner could get to keep it a fighting machine on the market.  Now this was mid-30s IIRC, and before CGL got to talking about how the merc trade was alive and well around the edges- just a trickle source or recruits from military turn over.

I was thinking '33 would see a lot of wannabes hitting Galatea and arms dealers offering IndiMechs with rusty old AC/5s.  Arc Royal, Solaris VII, Nosiel and other places outside the Republic will probably have gear that more closely matches spec as well as a decent amount of trained individuals.  Outreach, Towne, Ruchbah will suffer worse fates than Galatea.
Title: Re: Mercenary Hall
Post by: Deadborder on 08 April 2019, 00:36:17
I figure by the time you get to the post-Fortress Republic period (late 3135), things have begun to change. By that point, production is ramping up due to a number of factors, and there are genuinely experienced soldiers coming out of the fighting in the Republic and elsewhere. On top of that, by then it had become clear that the Blackout was not a temporary situation and that the mechanisims that had kept large-scale conflict in check for the last fourty years were breaking down.
Title: Re: Mercenary Hall
Post by: SCC on 12 May 2019, 05:31:38
I figure by the time you get to the post-Fortress Republic period (late 3135), things have begun to change. By that point, production is ramping up due to a number of factors, and there are genuinely experienced soldiers coming out of the fighting in the Republic and elsewhere. On top of that, by then it had become clear that the Blackout was not a temporary situation and that the mechanisims that had kept large-scale conflict in check for the last fourty years were breaking down.
I'd imagine that most, if not all, production would be going to state units, and that any 'Mechs that where making their way to Mercs where strictly CoD. Beyond that I can't imagine a lot of MW's being allowed to leave state service, and any leaving with 'Mechs probably won't be greeted warmly if they enter their former employers truff.

For hiring halls if I haven't said it before, I imagine that Hesperus II and especially Iran have a fair bit of below surface Merc trade going on, after all they'd need to keep lawyers on retainer to make sure they can still buy 'Mechs, and those lawyers need to know where the unit is at any given time.
Title: Re: Mercenary Hall
Post by: Colt Ward on 12 May 2019, 12:34:37
The Dark Ages is chaos b/c of the lack of communication though . . . think of all those mech plants that converted to Indis b/c of Stone that are in the Republic.  Then you have the Foxes, the windfall/glut of used machines after the Nova Cats did their header, survivors/escapees of the Marik Stewart Commonwealth, exports from the Periphery, and even better the decommission lots Stone had around like the one the folks in Empires Aflame were headed for on Rigel Kentares.  We know from Ghost War that the biggest one was on Terra and still had equipment stored in the boneyard- the RAF should have been arming out of those, BUT as the Republic got shaky I would expect some of the stories you hear about the fall of the Soviet Union regarding equipment sales.  Unfortunately even the yard mentioned on Terra seems to have fallen through a plot-hole (the Steel Wolves should not have been able to really threaten all of Terra) but you have decades of clandestine sales and a few years of outright sales as a possibility.

You also had places like Arc Royal that sell to the mercenary trade, especially with a hiring hall on planet.  The Dragoons had to be regularly taking shipments from the Foxes on planet (DA Shoguns) as well as their own factory on world.
Title: Re: Mercenary Hall
Post by: Wrangler on 12 May 2019, 16:07:26
Question is where are mercenaries going now. Arc Royal has fallen to the Falcons, Galatea like been overrunned by 3150.
Title: Re: Mercenary Hall
Post by: glitterboy2098 on 12 May 2019, 17:33:11
Question is where are mercenaries going now. Arc Royal has fallen to the Falcons, Galatea like been overrunned by 3150.
Sarna has a list of hiring halls, you might be able to cross reference those.
http://www.sarna.net/wiki/Hiring_Hall
Title: Re: Mercenary Hall
Post by: Colt Ward on 12 May 2019, 22:00:39
I posted something a while back . . . and Galatea was still kicking in 3150 IIRC?  The Crusaders Wolves were using the merc league as a training opportunity.
Title: Re: Mercenary Hall
Post by: glitterboy2098 on 12 May 2019, 22:26:44
given the weakening of comstar pre-dark age, and the loss of communications, i suspect that you'd see a rise in regional Hiring Halls. so the fedsuns would have one primarily serving the fedsuns (with perhaps some representatives from friendly nations present), the CapCon would havre one serving primarily the capcon, etc.

you might also see some nations having multiple.. the fedsuns might have two, one near the combine front and one near the capcon front. communications are bad enough you'd probably need more proximity.
Title: Re: Mercenary Hall
Post by: Wrangler on 13 May 2019, 06:56:12
given the weakening of comstar pre-dark age, and the loss of communications, i suspect that you'd see a rise in regional Hiring Halls. so the fedsuns would have one primarily serving the fedsuns (with perhaps some representatives from friendly nations present), the CapCon would havre one serving primarily the capcon, etc.

you might also see some nations having multiple.. the fedsuns might have two, one near the combine front and one near the capcon front. communications are bad enough you'd probably need more proximity.
Has there been evidence of it? I read Shattered Fortress. don't recall there being mention of hiring halls more than more traditional ones. I guess that's more a Field Manual sort feed of info about stuff like that.  I think its logical that there be more regional hiring halls.  As i'm ware of, CapCon isn't really using Mercs that much, with their Westhands mercenary hall been closed last time i read it.  I know from recent Novella on Conflict for New Syria that CapCons hired Mercs used by The FedSuns to try to head hunt Prince Julian. 
Title: Re: Mercenary Hall
Post by: Colt Ward on 13 May 2019, 09:59:52
If you look at the 3rd post down on this page I presented a Dark Age list of Hiring Halls, both the ones in previous Merc SBs and what gets mentioned in fiction.  Multiple hiring halls in a House is not a surprise- per sources in the 3060s the Lyran Commonwealth had 3 main hiring hall worlds and 2 secondary (Galatea, Solaris VII, Arc-Royal & Nosiel, Khartoum) while the Chaos March alone had 3 (Northwind, Outreach, Fletcher).

I think with the collapse of communication, its a buyer's market for mercs . . . its not like you can be contacted about jobs half the sphere away in a timely manner.  Its a whole lot more iffy to travel to a hiring world, or one you have heard about, that is a distance away if you are trying to get away from the same employers you were dealing with in a area.  Sort of like in HBS if you work along the FS/TC border you are likely to end up with missions from those two factions- so if you wanted FWL rep you had to travel to a different area . . . which works in a game, in BTU it would be a lot more risky.
Title: Re: Mercenary Hall
Post by: Colt Ward on 17 May 2019, 13:21:21
So when I was looking something up, and I will have to recheck FM Mercs Update, I stumbled across the portion where Captain Nicole Doles of Toledan Company deserted when the Blakists used nukes & orbital bombardment on Outreach.  Her company followed, which would be a demi-company of C3i mechs (hey a Level II!) which are likely refit Star League designs and a demi-company of BA (hey, another Level II!) that was a mix of Raiden, Kanazuchi, and a single squad of Purifiers with transport.

Did they turn up elsewhere?
Title: Re: Mercenary Hall
Post by: Wrangler on 17 May 2019, 14:52:05
So when I was looking something up, and I will have to recheck FM Mercs Update, I stumbled across the portion where Captain Nicole Doles of Toledan Company deserted when the Blakists used nukes & orbital bombardment on Outreach.  Her company followed, which would be a demi-company of C3i mechs (hey a Level II!) which are likely refit Star League designs and a demi-company of BA (hey, another Level II!) that was a mix of Raiden, Kanazuchi, and a single squad of Purifiers with transport.

Did they turn up elsewhere?
Not in the major Field Manuals.  Usually Company size units aren't big enough to show in those books.  If people widely knew they were part of a Blakist Merc unit, they usually end up on a black list to be hunted down and end up in Periphery or dead.
Title: Re: Mercenary Hall
Post by: Colt Ward on 17 May 2019, 15:12:01
Some did, some did not . . . some bits & pieces were given amnesty to become a new national unit.  Heck, the Regulans (Blakist answer- nuke'em all) took in some League regulars and others to form 3 new regiments.  Mostly I did not get a lot of the Jihad stuff as it came out, so I was wondering if they were referred to anywhere else in Jihad material since they walked in . . '69?
Title: Re: Mercenary Hall
Post by: Wrangler on 17 May 2019, 22:46:45
Some did, some did not . . . some bits & pieces were given amnesty to become a new national unit.  Heck, the Regulans (Blakist answer- nuke'em all) took in some League regulars and others to form 3 new regiments.  Mostly I did not get a lot of the Jihad stuff as it came out, so I was wondering if they were referred to anywhere else in Jihad material since they walked in . . '69?
They could have renamed themselves. Effectively, the Legion name was tarnished.  We will likely never know unless they pop up in a supporting book between Jihad and Dark Age,  like the Operational Turning Points or in Historical books like Wars of the Republic Era.
Title: Re: Mercenary Hall
Post by: Colt Ward on 18 May 2019, 00:30:39
again, that is why I was checking since bits and pieces of other units surfaced- I just wanted to make sure I did not miss a reference somewhere.
Title: Re: Mercenary Hall
Post by: Colt Ward on 19 May 2020, 09:49:42
The Dragoons have made a splash with the latest novel . . . which builds on the Redemption story re-released earlier.

The take-away to me is . . . Redemption has the Dragoons building more Striker battalions rather than re-building the Regiments.  Gamma was the only full regiment at that time, Alpha was a training command?  Beta & Delta were fragments IIRC, no Epsilon or Zeta Battalion.  Strikers were Black Widows, Spider's Web and I cannot remember what the next one being built was in the story.  Gamma took significant losses during the Rift campaign.

TRO3145/50 gives a bit of a clue about them rebuilding, the Dragoons really like IIRC one hovertank they could get from the Dracs and enthusiastically adopted it while getting the Foxes to build them Shoguns with IS tech and special Shogun Cs.

The new story implies the regiments are somewhat rebuilt- Beta has a battalion on garrison with Gamma.  And one of the way is that they absorbed some commands.  Major/LtCol Skott Whyte commanded a merc group called the 'Whiplashes' that was absorbed in and does not mention him working his way up the Dragoon ranks.  He DOES seem to be sort of indoctrinated by the Dragoons though still thinks a legacy Dragoon is getting coddled instead of booted.

Not finished with the story, but while the Dragoons keep up the practice of adopting war orphans it implies the breeding program has lapsed- it should have been a big source of their manpower after they spent 40-60 years based on Arc Royal.  Its not like when they set it up the first time- the Warden Wolves were there with the tech and the Foxes could have sold them equipment easier than what it took to build it in the 3030s.

Not finished with the story yet, but it is interesting.
Title: Re: Mercenary Hall
Post by: Rainbow 6 on 05 December 2020, 04:53:35
Has anyone gone through the rec guides to see what mechs are for sale to the likes of us?

Looking at the newest one i'm guessing we have access to the Valkyrie and the Shadow Cat says its popular with mercs.
Title: Re: Mercenary Hall
Post by: Decoy on 05 December 2020, 11:20:28
The MUL gives us the BLR-6G and 6C, the Awesome, the WSP-5A, the Black Jack, The OST-12R Ostcout, the Warhammer IIC 2 and the BSW-X4 Bushwhacker. I wouldn't fight too hard over anything on the General list tbh.
Title: Re: Mercenary Hall
Post by: Rainbow 6 on 05 December 2020, 13:18:22
The MUL gives us the BLR-6G and 6C, the Awesome, the WSP-5A, the Black Jack, The OST-12R Ostcout, the Warhammer IIC 2 and the BSW-X4 Bushwhacker. I wouldn't fight too hard over anything on the General list tbh.

It's always seemed odd to me that merc's don't get the mechs on the IS General list, I see they've updated the MUL today with rec guides V and VI, looks like we get lots of Marauders.
Title: Re: Mercenary Hall
Post by: truetanker on 05 December 2020, 13:38:00
Yea, more MAD!

 Some -S and -D models with a few -M thrown in...

TT
Title: Re: Mercenary Hall
Post by: Rainbow 6 on 05 December 2020, 14:27:57
Okay as I have a bit of time this evening so have gone through the different guides and list everything the MUL has for us.

Vol. 1 - Nothing.  :( Bit surprised by that to be honest thought we'd get a Griffin or maybe the Loki.
Vol. 2 - Ostscout-12R, Bushwacker-X4.
Vol. 3 - Battlemaster-6C and -6G.
Vol. 4 - Wasp-5A, Blackjack-5, Trebuchet-9N, Awesome-11H, Warhammer IIC 2.
Vol. 5 - Mad Cat, Marauder II-6A, Marauder II-6C.
Vol. 6 - Cataphract-5L, Marauder-11D, -2T, -7C, -7M, -7R and -7S.

As the other volumes get added to the MUL i'll list them up as well to see how we do.
Title: Re: Mercenary Hall
Post by: Rainbow 6 on 21 February 2021, 15:34:06
Okay so current timeline availability for Mercenaries:-

Vol 1 - Griffin-1DS/-2N/-3M
Vol 2 - Ostscout-12R, Bushwacker-X4
Vol 3 - Puma (WD only), Battlemaster-3M/-6C/-6G
Vol 4 - Wasp-4W (WD only)/-5A, Blackjack-5, Trebuchet-9N, Awesome-11H, Warhammer IIC 2
Vol 5 - Mad Cat, Marauder II-5C (WD Only)/-6A/-6C
Vol 6 - Linebacker (KH Only), Cataphract-5L, Marauder-11D/-2T/-5D/-5M/-5S/-5C/-7M/-7R/-7S
Vol 7 - Koshi, Vixen/2/3/7/8, Ryoken, Warhammer C 2/C 3 (WD Only)/-10K/-7A/-7M/-7S/-8R/-9K
Vol 8 - Dasher, Rifleman C 3/-5D/-5M/-7N/-7N2
Vol 9 - Valkyrie C/-QD/-QD6/-QDD, Shadow Cat
Vol 10 - Hermit Crab-13/-14/-15, Mongoose-96, Archer Wolf (KH & WD Only)/-2Rb/-4M/-4M2/-5R/-5W, Highlander-740
Vol 11 - Uller, Phoenix Hawk-2K/-3M/-4M/-9
Vol 12 - Shadow Hawk-2Hb/-5M/-5R/-5S/-7H, Black Knight-18KNT
Vol 13 - Piranha 5, Stinger-3Gb/-4G/-5M/-6G/-6M/-6R, Supernova 5
Title: Re: Mercenary Hall
Post by: Rainbow 6 on 16 April 2021, 16:19:24
Well we got access to a lot of Stinger models and the Piranha 5, but the pick of the latest rec guide has to be the Supernova 5.
Title: Re: Mercenary Hall
Post by: Rainbow 6 on 05 May 2021, 13:34:50
So a new GDL novel and I'm guessing some Kell Hounds goodness in Tamar Rising.

https://bg.battletech.com/forums/general-discussion/upcoming-releases-xx-the-page-reference-we-missed/
Title: Re: Mercenary Hall
Post by: Colt Ward on 05 May 2021, 14:40:02
I would expect Calamity to fall on whatever the Falcons left on Arc Royal . . . will she become Trillian's Warder of the *Whatever the border is called.*

The intriguing bit is . . . will Calamity try to capture Malvina's sibkos?
Title: Re: Mercenary Hall
Post by: Rainbow 6 on 05 May 2021, 15:00:59
I would expect Calamity to fall on whatever the Falcons left on Arc Royal . . . will she become Trillian's Warder of the *Whatever the border is called.*

The intriguing bit is . . . will Calamity try to capture Malvina's sibkos?

And train them up as Hounds?
Title: Re: Mercenary Hall
Post by: Colt Ward on 05 May 2021, 16:09:23
No, convert them to pacifism.
Title: Re: Mercenary Hall
Post by: Kerfuffin(925) on 05 May 2021, 17:20:05
No, convert them to pacifism.

At this point anything less than what Malvina advocated for is pacifism.
Title: Re: Mercenary Hall
Post by: ArkRoyalRavager on 06 May 2021, 03:13:49
Can the Hounds' meager forces even stand against the Horses?
Title: Re: Mercenary Hall
Post by: Hotham on 06 May 2021, 08:33:59
Can the Hounds' meager forces even stand against the Horses?

The Hounds shouldn't be foolish enough to try to take the Horses in a direct conflict. I'm hoping they'll play the situation to their advantage.
Title: Re: Mercenary Hall
Post by: ArkRoyalRavager on 06 May 2021, 08:38:55
Both are highly mobile forces, the Horses aren't fool enough to repeat the Falcons' mistakes against them and they don't terrorize civilians. The Lyrans and Hounds will have a harder time.
Title: Re: Mercenary Hall
Post by: Colt Ward on 06 May 2021, 09:26:17
I would kind of expect Calamity to come storming back in to take back Arc Royal and even some of the old ARDC worlds- perhaps with that organization resurrected.
Title: Re: Mercenary Hall
Post by: Rainbow 6 on 06 May 2021, 16:46:31
I would kind of expect Calamity to come storming back in to take back Arc Royal and even some of the old ARDC worlds- perhaps with that organization resurrected.

I could see that, they've not got the Exiles to help them now and they can't be too pleased with how the Lyran's left them to basically fend for themselves against the Falcons.
Title: Re: Mercenary Hall
Post by: Colt Ward on 06 May 2021, 22:04:12
Yeah, but they have a tech edge over the Lyrans in general . . . I can see them getting it back in shape.
Title: Re: Mercenary Hall
Post by: Metallgewitter on 07 May 2021, 07:07:16
Both are highly mobile forces, the Horses aren't fool enough to repeat the Falcons' mistakes against them and they don't terrorize civilians. The Lyrans and Hounds will have a harder time.

Aren'T the Horde clusters of the Horses light weight units? I seemto recall from FM 3145 that the Kell Hounds with their heavier equipment were able to crush Horse units with ease (also thanks to their experience) The question would be how the composition of the Horses looks now.
Title: Re: Mercenary Hall
Post by: ArkRoyalRavager on 07 May 2021, 08:06:09
It's just a matter of time before the Horses' much bigger touman concentrate and destroy their smaller foe.
Title: Re: Mercenary Hall
Post by: Hotham on 08 May 2021, 17:03:12
It's just a matter of time before the Horses' much bigger touman concentrate and destroy their smaller foe.

That's if they don't stretch themselves thin trying to fight off multiple threats at once.
Title: Re: Mercenary Hall
Post by: Colt Ward on 08 May 2021, 21:35:06
What smaller foe?  Really think Calamity is going after the Horses?  And considering she managed to run rings around Malvina's bunch for years . . .
Title: Re: Mercenary Hall
Post by: Arkansas Warrior on 08 May 2021, 21:49:11
So a new GDL novel and I'm guessing some Kell Hounds goodness in Tamar Rising.

https://bg.battletech.com/forums/general-discussion/upcoming-releases-xx-the-page-reference-we-missed/ (https://bg.battletech.com/forums/general-discussion/upcoming-releases-xx-the-page-reference-we-missed/)
*Another* GDL novel?  Why couldn’t we leave them dead and buried?
Title: Re: Mercenary Hall
Post by: ArkRoyalRavager on 08 May 2021, 22:14:47
That's if they don't stretch themselves thin trying to fight off multiple threats at once.

The Bears should be targeting the Combine and rimward Lyran/Republic worlds and the Horses know not to poke them. That leaves the Lyrans and Hounds as competitors for the Falcon OZ worlds. The new Star League should also mean all the Clans will be engaging in nation-building and renaming their OZs like the Bears, Scorpions, Ravens and Wolves.
Title: Re: Mercenary Hall
Post by: Colt Ward on 08 May 2021, 23:02:59
*Another* GDL novel?  Why couldn’t we leave them dead and buried?

Because them and the Ponies have to come back.

Honestly, for the Dark Ages, I find Hansen's Roughriders more interesting . . . they were holding Galatea, had been pulled in behind the wall to train Republic troops, and fought the Wolves on Terra . . . to be let go.
Title: Re: Mercenary Hall
Post by: Hotham on 09 May 2021, 00:51:59
The Bears should be targeting the Combine and rimward Lyran/Republic worlds and the Horses know not to poke them. That leaves the Lyrans and Hounds as competitors for the Falcon OZ worlds. The new Star League should also mean all the Clans will be engaging in nation-building and renaming their OZs like the Bears, Scorpions, Ravens and Wolves.

I don't believe the Falcon OZ worlds are as toothless as some would think. There's a lot of them and the Horses will still need to protect their own worlds while they try to gobble up the Falcons. Also, the Horses are on bad terms with the Wolves, so if the Bears do fall in line under the ilclan, the Horses could have a potential enemy on their flank.
Title: Re: Mercenary Hall
Post by: Kerfuffin(925) on 09 May 2021, 02:47:39
The Bears should be targeting the Combine and rimward Lyran/Republic worlds and the Horses know not to poke them. That leaves the Lyrans and Hounds as competitors for the Falcon OZ worlds. The new Star League should also mean all the Clans will be engaging in nation-building and renaming their OZs like the Bears, Scorpions, Ravens and Wolves.

I was looking at the map in 3145 the other day and if the bears did that it wouldn’t leave the horses with a path to Terra, which I think they would really fight for. For plot sake I think the Bears will go towards the DC, even if the old Wolf/Falcon ethnic Rasalhauge worlds would be the logical choice.


 
I don't believe the Falcon OZ worlds are as toothless as some would think. There's a lot of them and the Horses will still need to protect their own worlds while they try to gobble up the Falcons. Also, the Horses are on bad terms with the Wolves, so if the Bears do fall in line under the ilclan, the Horses could have a potential enemy on their flank.

Regardless of what the Bears do the Horses have a potential enemy on their flank. We haven’t really seen the fallout of Operation NOYAN on that end.
Title: Re: Mercenary Hall
Post by: Metallgewitter on 09 May 2021, 03:13:25
Because them and the Ponies have to come back.

Honestly, for the Dark Ages, I find Hansen's Roughriders more interesting . . . they were holding Galatea, had been pulled in behind the wall to train Republic troops, and fought the Wolves on Terra . . . to be let go.

Would you push a unit into a corner when said unit is known for having survived a nuclear holocaust on Terra several decades earlier? Not to mention to show no mercy to those who dare to target their dependents (Bromhead massacre and the follow up "Let's kill 10 Taurians for every innocent they kill" rampage through the Concordat)
Title: Re: Mercenary Hall
Post by: Rainbow 6 on 09 May 2021, 04:19:02
*Another* GDL novel?  Why couldn’t we leave them dead and buried?

Its set pre 4th succession war.
Title: Re: Mercenary Hall
Post by: ArkRoyalRavager on 09 May 2021, 04:55:59
I don't believe the Falcon OZ worlds are as toothless as some would think. There's a lot of them and the Horses will still need to protect their own worlds while they try to gobble up the Falcons. Also, the Horses are on bad terms with the Wolves, so if the Bears do fall in line under the ilclan, the Horses could have a potential enemy on their flank.

Falling in line with the ilClan does not mean the Bears will suddenly do everything the First Lord orders. The Horses are the lesser factor compared to the Combine. Also, the Falcons stripped their worlds of garrisons for the Terran campaign. The Falcon administration left in the OZ has no transport network to counter any Horse moves and the Lyrans, Wolves and maybe even Bears are sure to gobble up the Falcon's Reach. That would leave the Horses with no easy route to Terra and drive them to grab as many Falcon OZ worlds as possible.

I was looking at the map in 3145 the other day and if the bears did that it wouldn’t leave the horses with a path to Terra, which I think they would really fight for. For plot sake I think the Bears will go towards the DC, even if the old Wolf/Falcon ethnic Rasalhauge worlds would be the logical choice.

Regardless of what the Bears do the Horses have a potential enemy on their flank. We haven’t really seen the fallout of Operation NOYAN on that end.

Agreed. The Bears and Ravens share borders with the DC and Kurita has always claimed the First Lordship as part of their destiny. Not targeting them would bring Alaric trouble.
Title: Re: Mercenary Hall
Post by: Rainbow 6 on 09 May 2021, 05:11:24
I could see the Bears moving into grab the former Rasalhague worlds held by the Horses but not going any further than that.
Title: Re: Mercenary Hall
Post by: ArkRoyalRavager on 09 May 2021, 05:12:52
True. During HoTW, their Khan wasn't keen on conquering aside from protecting anything deemed Rasalhaguian.
Title: Re: Mercenary Hall
Post by: Arkansas Warrior on 09 May 2021, 09:31:55
Its set pre 4th succession war.
That makes more sense than setting it in, say, 3150.  But even so, I’d rather they be left in the dust.  Battletech has enough author’s pet units.
Title: Re: Mercenary Hall
Post by: Hotham on 09 May 2021, 13:34:56
Falling in line with the ilClan does not mean the Bears will suddenly do everything the First Lord orders.

That's true. The Bears have already mentioned that they will at first pay lip service to who ever becomes ilclan while waiting to see what the real deal is. By potential enemy, I meant that even a rudimentary alliance between the Wolves and Bears could make the Horses wary of what actions they take in the Falcon OZ.

Quote
The Horses are the lesser factor compared to the Combine.

A lesser factor compared the Combine for who, the Wolves or the Bears? We know Alaric has mention wanting to punish the Combine for the destruction of the Nova Cats, but the Wolves are in no condition to do that. I'm not well versed in Dark Age events, but so far I haven't seen any indication the Combine would invade the Dominion or vice versa.

I think a lot of us, including myself, believe the hammer is going to drop on the Combine. We just don't know the how or whom.

Quote
Also, the Falcons stripped their worlds of garrisons for the Terran campaign. The Falcon administration left in the OZ has no transport network to counter any Horse moves and the Lyrans, Wolves and maybe even Bears are sure to gobble up the Falcon's Reach.

Aha! That's just the thing. They took almost everything. They didn't take their sohalma troops. The reason I say the Falcon OZ isn't toothless is because BLP is writing a novel set in the Falcon OZ about the sohalma left behind.

BLP has mentioned in a interview that he doesn't like how solahma are utilize by the clans. He has stated that he believes that warriors who survive to be sohalma should a clan's best warriors. BLP has at times in the past been a bias and opinionated writer. I do not believe he would allow the Jade Falcon solahma to go quietly into the night. I expect them to give anybody that comes into the Falcon OZ a run for their money, no matter how improbable their resistance may be.




Title: Re: Mercenary Hall
Post by: Kerfuffin(925) on 09 May 2021, 15:09:49
That's true. The Bears have already mentioned that they will at first pay lip service to who ever becomes ilclan while waiting to see what the real deal is. By potential enemy, I meant that even a rudimentary alliance between the Wolves and Bears could make the Horses wary of what actions they take in the Falcon OZ.

A lesser factor compared the Combine for who, the Wolves or the Bears? We know Alaric has mention wanting to punish the Combine for the destruction of the Nova Cats, but the Wolves are in no condition to do that. I'm not well versed in Dark Age events, but so far I haven't seen any indication the Combine would invade the Dominion or vice versa.

I think a lot of us, including myself, believe the hammer is going to drop on the Combine. We just don't know the how or whom.



The Bears and Combine will always find a reason , however convoluted, to fight each other. I honestly think it’s a good possibility the Black Dragon group will try and stir up trouble, to put Yori under some pressure. Or maybe she was installed by the Black Dragons, I can’t remember, but some group in the DC anyhow. Although another massive Watch failure by the RasDom would be embarrassing.

Title: Re: Mercenary Hall
Post by: Natasha Kerensky on 09 May 2021, 17:42:51
I think a lot of us, including myself, believe the hammer is going to drop on the Combine. We just don't know the how or whom.

A two-front war against a Bear/Raven buddy pincer is the obvious thing geographically in the ilClan era.  I see the pretext coming out of Vega Prefecture, maybe one engineered by Alaric to drag the Bears and Ravens into war.  Maybe new Jags and/or certain old Cats join in with some small scale but poetically retributive operations.  Maybe leaves the Combine a rump Successor State like the Elsies.

FedRats would clean up the Snake incursions in their territory, of course.
Title: Re: Mercenary Hall
Post by: Arkansas Warrior on 09 May 2021, 18:04:15
If I’m Julian, I make an impassioned argument to the ilKhan that the reborn SLDF should return all states to their 2750 boundaries and keep them there.  Old TH worlds go to the Clans, of course.




...Why are you looking at me like that, Prince Magnusson?  Rasalhague is a special case, clearly the Combine’s Star League era occupation was illegitimate.
Title: Re: Mercenary Hall
Post by: ArkRoyalRavager on 09 May 2021, 20:53:18
That's true. The Bears have already mentioned that they will at first pay lip service to who ever becomes ilclan while waiting to see what the real deal is. By potential enemy, I meant that even a rudimentary alliance between the Wolves and Bears could make the Horses wary of what actions they take in the Falcon OZ.

A lesser factor compared the Combine for who, the Wolves or the Bears? We know Alaric has mention wanting to punish the Combine for the destruction of the Nova Cats, but the Wolves are in no condition to do that. I'm not well versed in Dark Age events, but so far I haven't seen any indication the Combine would invade the Dominion or vice versa.

I think a lot of us, including myself, believe the hammer is going to drop on the Combine. We just don't know the how or whom.

Aha! That's just the thing. They took almost everything. They didn't take their sohalma troops. The reason I say the Falcon OZ isn't toothless is because BLP is writing a novel set in the Falcon OZ about the sohalma left behind.

BLP has mentioned in a interview that he doesn't like how solahma are utilize by the clans. He has stated that he believes that warriors who survive to be sohalma should a clan's best warriors. BLP has at times in the past been a bias and opinionated writer. I do not believe he would allow the Jade Falcon solahma to go quietly into the night. I expect them to give anybody that comes into the Falcon OZ a run for their money, no matter how improbable their resistance may be.

As Kerfuffin mentioned, the Bears and Combine will have reason to fight. The other issue is the Combine always openly proclaims claiming the First Lordship and is fundamentally opposed to Alaric. They have never dropped their claim since 2787.

Any rudimentary alliance between the Wolves and Bears are realistically directed against the Combine because the Wolves are too far away from the Horses to do anything.

What about those solahma? The example in HoTW shows the Horses fought 2 solahma warriors on a single world, who are likely to use older machines and permanently stranded on their garrison worlds. Military resistance is hardly there. The recently-Lyran worlds that the Falcons conquered on the other hand, those would offer a lot of resistance due to smuggled arms and Lyran patriotism. The Horses should be able to claim the majority of Falcon worlds and either stop or continue on poorly-defended Lyran worlds. They are the counterweight to the Lyrans like the Bears and Ravens "containing" Kurita.
Title: Re: Mercenary Hall
Post by: Dennis A. Kojima on 28 May 2021, 01:29:29
Everyone, thank you for the opportunity to join up here.  As a total newcomer, I've been scanning through through the forum topics, and this one was the first to wholeheartedly catch my eye and attention.

When I first got into BattleTech the table-top game, in summer '87, I had (and still do, really) a tremendously negative approach toward mercenaries, and that attitude carried over into this game.  My personal opinion is that mercenaries, as a growth profession, thrive in two main circumstances: the first, during the time of a nation-state's formation, when there is not the financial capital, infrastructure, material capital resources (e.g., weapons manufacturing) or raw population numbers to sustain a prolonged conflict.  Thus, mercenaries are hired to fill in the empty military spots, and told that, as payment, they can pretty much take as much booty as they want and perhaps even earn a permanent property reward at the (hopefully successful) conclusion.

The second is during a nation-state's decline: bureaucracy, by this time, has become so overloaded with career-builders, incompetents, me-me-me cyclops and sociopathic back-stabbers (see the end of the Roman Republic as an example) that mercenaries are hired to do the things that the nation-state's regular military are not, by national and military law, allowed to do.  This so that the national-cannibal types listed above can score some kind of quick "victory" that they can crow about to the citizenry (who are often so consumed with self-satisfaction or a daily battle for sustenance and survival that they simply don't care how such things are achieved) without criticism, and perhaps plant the seeds and traps that will lead to crippling rivals/competitors/targets of opportunity.  A perfect example of this were the (fill in expletive here) Blackwater operatives in Iraq back in '04: they couldn't be charged with breaking U.S. criminal law in another country; yet at the same time, as U.S. operatives, they were immune to prosecution under any other country's laws.

Apologies for going into such depths with that, but my point being that the Inner Sphere in 3025 is well into the second-example phase - and it was this consideration that led to a change of opinion on the whole mercenaries-as-story concept.  No, I don't think that a thriving mercenary economy is a healthy thing in real life, but it can definitely lead to some great game-playing scenarios, especially in a 3025 BattleTech world.  As we move slowly out of our current keep-it-virtual communication norm, I'm looking forward to starting up a table-top tactical/RPG game where the guys can have a trio of characters each, be they MechWarriors, Techs or Scouts, assigned to different companies in a battalion-sized mercenary unit in the Aurigan Coalition, 3025.  I'm really looking forward to going through these forums and picking up points and material that will help to fill things out as we move forward.

Again, all greetings to the population here, and looking forward to being in contact soon.
Title: Re: Mercenary Hall
Post by: Scotty on 29 May 2021, 22:55:15
A question for those who might know: does the 11th Recon Battalion (ELH unit in Shrapnel #1 and presumably the one that had a bad day at Hesperus II) claim a parent formation, and if so which one?  I'm guessing 19th Cavalry based on the fact that remnants of that unit is what managed to evacuate Dieron with Hohiro Kurita, but I can't find any actual confirmation one way or another and sarna is a little bit light on details.
Title: Re: Mercenary Hall
Post by: Natasha Kerensky on 30 May 2021, 00:07:14
A question for those who might know: does the 11th Recon Battalion (ELH unit in Shrapnel #1 and presumably the one that had a bad day at Hesperus II) claim a parent formation, and if so which one?  I'm guessing 19th Cavalry based on the fact that remnants of that unit is what managed to evacuate Dieron with Hohiro Kurita, but I can't find any actual confirmation one way or another and sarna is a little bit light on details.

11th Recon is under the 71st Light Horse Regiment (along with 82nd Heavy Cav and 14 Recon).
Title: Re: Mercenary Hall
Post by: Scotty on 30 May 2021, 00:49:31
11th Recon is under the 71st Light Horse Regiment (along with 82nd Heavy Cav and 14 Recon).

Well that's irritating.  The 71st was the unit in the Homeworlds.  I guess this one stayed home for some reason.
Title: Re: Mercenary Hall
Post by: Nav_Alpha on 30 May 2021, 01:42:01
Well that's irritating.  The 71st was the unit in the Homeworlds.  I guess this one stayed home for some reason.

From reading the write up in Shrapnel i felt like the new 11th Recon was its own, new formation. Considering that when it formed, they were the only ELH troops remaining.
They might be spiritually a part of the 71st, but I’d say they’re independent.
Title: Re: Mercenary Hall
Post by: Scotty on 30 May 2021, 01:47:25
That's initially why I suspected it might be the 19th, since those were the only mentioned surviving units from the Jihad in the Sphere.  The ELH tends to put a little bit of a premium on the whole spiritual thing, though, and I don't think they'd reuse a battalion designation and a unit nickname lightly.  This was mostly to figure out what decals to use, so for those purposes I think 71st is probably the best bet.
Title: Re: Mercenary Hall
Post by: Natasha Kerensky on 30 May 2021, 12:16:42
That's initially why I suspected it might be the 19th, since those were the only mentioned surviving units from the Jihad in the Sphere.  The ELH tends to put a little bit of a premium on the whole spiritual thing, though, and I don't think they'd reuse a battalion designation and a unit nickname lightly.  This was mostly to figure out what decals to use, so for those purposes I think 71st is probably the best bet.

I should have said historically that the 11th Recon is part of the 71st Light Horse.  Dunno about present-day reformation.  Here’s the ELH wire diagrams from the old Merc’s Handbook:

https://www.sarna.net/wiki/Eridani_Light_Horse#Organization_Structure (https://www.sarna.net/wiki/Eridani_Light_Horse#Organization_Structure)
Title: Re: Mercenary Hall
Post by: Scotty on 30 May 2021, 12:41:10
Makes sense.  I'm planning on having the minis I'm painting work for Bulldog/Serpent and Dark Age/ilClan so 71st is probably the winner here either way.  Worst case I can say they're just pre-Republic and do a different set for later eras.
Title: Re: Mercenary Hall
Post by: Rainbow 6 on 06 June 2021, 16:30:05
Thinking about it wasn't the 19th Cavalry only 2 Battalions strong when the Jihad kicked off?

If i'm right they could have, after rebuilding those two Battalions have chosen the 11th Recon as the next Battalion to re-form.
Title: Re: Mercenary Hall
Post by: Wrangler on 11 June 2021, 18:40:38
They were destroyed on Hesperus we're they? If there were any individual survivors from Clan assaults, they'd probably be handful of them remaining.
Title: Re: Mercenary Hall
Post by: Decoy on 11 June 2021, 19:41:33
They were burned and then destroyed on Hesperus. Merc community doesn't quite like the LC right now. Perhaps Trillian is rebuilding them to mollify the Merc community.
Title: Re: Mercenary Hall
Post by: Rainbow 6 on 12 June 2021, 05:36:08
They were destroyed on Hesperus we're they? If there were any individual survivors from Clan assaults, they'd probably be handful of them remaining.

We'll find out what happened when the ELH story series gets to its final two parts, part 9 is about Hesperus and 10 at the start of the IlClan era.
Title: Re: Mercenary Hall
Post by: MyndkryM on 13 June 2021, 15:58:15
From Shrapnel #1

Quote
Despite mounting evidence that the Eleventh Recon Battalion
might be the only true heirs to the Eridani Light Horse legacy, the
courts still hold the majority of the ELH war chest in escrow,

My reading of this article suggests that other outfits are claiming the right of command/owenership/etc. I really enjoyed the article, and even had a brief email exchange with the author. But yes, the implication that there is more that one unit currently claiming to be the official ELH was intended, and at the same time being vague enough as to not define too much.

I'm looking forward to the remaining ELH Chronicles to see what they look like during the ilClan era.

So far it appears we have the 11th Recon, 71st Light Horse, ELH commanded by Major Amelia Donovan in employ with the FedSuns. The Lyrans had hired an ELH regiment (and did them dirty) commanded by LTG Wilfred Eichler to defend Hesperus in 3145. I'd suggest that "version" of the ELH was the 21st Striker, as an Eveline Eichler was it's commander back during the Second SLDF.

And we still have a open book on the 151st Light Horse and 19th Cavalry. I can see all of them currently as independent Battalions, all attempting to rebuild their regiments, and get access to those funds in escrow.

I've built out my ilClan era army for play...4th Striker Battalion (Trailblazers), 19th Cavalry, ELH  :)
Title: Re: Mercenary Hall
Post by: Wrangler on 13 June 2021, 16:25:47
Not liking how fragmented they are, but thems the breaks.

I do hope getting off the light horse talk, that 3151 will get a new Mercenary review book.  It's about time.
Title: Re: Mercenary Hall
Post by: Rainbow 6 on 21 July 2021, 11:04:23
A new Mercenary book would be handy.

Quick question, how prevalent is/was C3 tech amongst mercenary units post jihad and other than the Cyclops and any omnis what other mechs do the mercenary community have easy access to?
Title: Re: Mercenary Hall
Post by: Colt Ward on 21 July 2021, 11:28:30
A new Mercenary book would be handy.

Quick question, how prevalent is/was C3 tech amongst mercenary units post jihad and other than the Cyclops and any omnis what other mechs do the mercenary community have easy access to?

I think you need to distinguish C3 and c3 . . . former the actual equipment, the latter the short hand for Communication/Command/Control.

For the latter . . . well, even going back to the late 3050s I think (FM:Merc[r] at least) we had the Heavy Hellraisers who are commanded by a non-mechwarrior, force structure set up on the fly and I think they said he commanded from a mobile HQ.

With MWDA we actually got dedicated HQ vehicles- Tribune, Praetorian, and others IIRC- besides the old 'take a APC and put Coms Equipment in' that was the earlier solution.  Since those vehicles came out they have appeared in fiction though I am not sure commonly among mercs.  Remember, 80-90% of mercs are budget/shoestring operations and would leave 'fancy' stuff like HQ vehicles to their employer.

While we get contracted salvage/tech services, do we even have any merc commands that offer supply & command support?
Title: Re: Mercenary Hall
Post by: Rainbow 6 on 21 July 2021, 11:30:18
Ah, sorry, I see where I went wrong, I was on about the C3 network equipment.
Title: Re: Mercenary Hall
Post by: Colt Ward on 21 July 2021, 11:57:52
I think the answer is sort of in the RATs . . . A & B RATs have some C3 designs but those RATs are pre/early Jihad.  We do not really get that degree of detail after the Jihad but I think it holds.  After all it is the top tier merc units that will have the opportunity to invest in that sort of system.

I KNOW my B- 3060s mercs salvaged a Grasshopper 6K . . . and promptly removed the C3 slave during the salvage rebuild b/c they do not have any other C3 set up, so why leave the expensive equipment in the machine to get destroyed?  They were debating about selling it last I used the mercs- mostly b/c the CO & Admin were not wanting to invest in buying a C3M, the CO & Tech were not sure where it would go (CO's Battlemaster 1D mod still sporting MLs instead of ERMLs?  A heavy APC?) if they did buy a C3M, and finally none of the lances were really organized to take advantage of a C3 net . . . though a C3 company would work for their style, but that is a LOT bigger investment.

When they get the down time, the techs will eventually give that Grasshopper another medium laser of some sort . . . or there was discussion about a TAG.

So at last look, the C3 slave is sitting in the spare parts area of a dropship.

Other mercs have done the same thing . . . the Chaos Irregulars pulled the C3 slave out of the Thanatos they salvaged during their Engadine contract- for much the same reasons!  Unless I am the Dragoons, Hounds, ELH, or other flagships- I am pulling that C3 system.
Title: Re: Mercenary Hall
Post by: Rainbow 6 on 24 July 2021, 06:40:06
Following on from our conversation about C3 slaves, i've done this with the Gladiator-5R that sparked my interest.

https://www.mordel.net/tro.php?a=vtbm&id=11585&fltr=ff.000.Designer~Equals~Rainbow%206~ff.000.Source~Equals~Custom%20Mordel.Net%20Units

Let me know what you think?
Title: Re: Mercenary Hall
Post by: Colt Ward on 03 August 2021, 09:15:02
Bit of a throw back topic but . . .

 . . . in the 3110s, as a merc, would you buy the Black Hawk 1/2/3 if one became available?
Title: Re: Mercenary Hall
Post by: Decoy on 03 August 2021, 15:29:03
Yes. No reason not to. I especially like the 3 and have copied its as a nova configuration.
Title: Re: Mercenary Hall
Post by: Rainbow 6 on 09 August 2021, 15:03:30
Good to see from IlClan that the Lexington Combat Group has re-joined the ranks of active mercenary commands.
Title: Re: Mercenary Hall
Post by: Colt Ward on 09 August 2021, 15:29:05
ilClan has a section where it talks about a independent planet in formerly League space unable to find a replacement merc unit for garrison as the current garrison refused to extend the contract- a 10 year garrison contract!  How does a world seeking mercenary supplement to their garrison find mercs with the HPG net down and message routing spotty even if you look past the currency problem?  The merc worlds are distant and could be gone- Solaris VII belongs to the Wolves, Outreach never recovered & under Cappie rule I think, Northwind was behind the Wall, Arc Royal was taken by the Falcons, and the queen, Galatea, was the center of a defensive polity.  But all of those merc worlds are long distances away from most of the rest of the IS.  We get minor hiring worlds- Nosiel, and a few others, but they are localized to service border conflicts.

To me that is the rub . . . mercs are/were congregating to merchant worlds near the fighting front.  Rebel Knight Connor Monroe was hiring mercs off I think a FS world when he was trying to establish his little kingdom.  This seems to happen along the old League/Republic border too as evidenced in Wolf Hunters and other MWDA books & CGL's later source material.  But mercs who travel to those localized hubs are looking for combat contracts IMO . . . are long term 'safe' garrison/cadre contracts going away?
Title: Re: Mercenary Hall
Post by: Rainbow 6 on 10 August 2021, 16:53:43
Whilst there is a lot of fighting going on like there is at the moment and there is little FTL comms then yeah, the mercenary commands will be moving to close to where the active fighting is to get combat assignments.

Once things calm down (and/or) the HPG net comes back up then garrison contracts will come back.

Just a though but if the IlClan led Star League comes about and if clan trial style combat becomes the norm then we'll see merc commands become suited for that.
Title: Re: Mercenary Hall
Post by: desaints on 14 August 2021, 02:01:37
A question for all you mercs out there: I want to start a new campaign where the PCs start with no heavy equipment (no Mechs, Aero, etc.). The plan is to have them "earn" the founding of their own merc company and to build it from ground up.

I've got plot points set up by I'm stumped on how to eventually have the PCs gain mechs. I don't want them to just stumble on some SLDF cache but something more "common". So I'd love you opinions: how would a merc earn their way/find a Mech if they didn't start with one?
Title: Re: Mercenary Hall
Post by: Decoy on 14 August 2021, 05:08:00
There were many battlefields across the Innersphere. and periphery. It is said that if one tries hard enough, one can pull together a Wasp on any world from such wrecks. Also, there are 'mechs in museums that may be in useable order. Perhaps a crashed Leopard with enough gubbins to make something interesting?
Title: Re: Mercenary Hall
Post by: desaints on 14 August 2021, 14:00:58
I like it! Pull a Locust or Wasp beat to hell out of a junk pit or old battlefield and have them work on restoring it. Thanks!
Title: Re: Mercenary Hall
Post by: CJC070 on 14 August 2021, 16:44:17
A question for all you mercs out there: I want to start a new campaign where the PCs start with no heavy equipment (no Mechs, Aero, etc.). The plan is to have them "earn" the founding of their own merc company and to build it from ground up.

I've got plot points set up by I'm stumped on how to eventually have the PCs gain mechs. I don't want them to just stumble on some SLDF cache but something more "common". So I'd love you opinions: how would a merc earn their way/find a Mech if they didn't start with one?
The new Grey Death Legion got their new mechs by “dumpster diving”.  One mans trash is another mans treasure.
Title: Re: Mercenary Hall
Post by: desaints on 15 August 2021, 00:39:49
The new Grey Death Legion got their new mechs by “dumpster diving”.  One mans trash is another mans treasure.

I did a quick read of their new story. Didn't they find a Gargoyle in a trash pile? I get the mechs to plowshares idea seemed to be popular but that seems a bit ridiculous. You'd think the LCAF wouldn't look a clan mech in the mouth, even during the republic era.
Title: Re: Mercenary Hall
Post by: Rainbow 6 on 15 August 2021, 05:43:59
I did a quick read of their new story. Didn't they find a Gargoyle in a trash pile? I get the mechs to plowshares idea seemed to be popular but that seems a bit ridiculous. You'd think the LCAF wouldn't look a clan mech in the mouth, even during the republic era.

I get the feeling that at the end of the jihad they just looked at what was quickly repairable and dumped everything else in the boneyard. It didn't say how long they worked to get the Gargoyle working again and how many other wrecks they stripped to repair it.
Title: Re: Mercenary Hall
Post by: CJC070 on 15 August 2021, 11:00:29
Some have also theorized that it might have been “dumped” as a means to create a private company only to be forgotten or the original landowner was killed before the mechs could be put to use.
Title: Re: Mercenary Hall
Post by: Colt Ward on 13 December 2023, 19:18:16
Dust this off . . .

The latest issue gives us 2 or maybe 3 more Hiring Hall world set ups . . .

First would be Son Hoa, which to me from the Gladiator fluff sounded like it sort of developed first as a equipment buying/repair location into covering the trade in that section of the periphery.

Second is a obscure bit . . . but why would Almotacen have a Merc Employment Broker if it had not at least become a minor hub out in the Hinterlands?

And the GDL story again made reference to their operations on Garrison, to include the scrapyard being a source of parts & equipment for a long time to come even with the booming war material market.  So it is at least a place to pick up or refit gear if needed . . . though the GDL and others got hired from there for the Tamar Pact.
Title: Re: Mercenary Hall
Post by: Wrangler on 20 December 2023, 13:48:25
I do like how Shrapnel tries to address the looming problem of payment in universe.
Title: Re: Mercenary Hall
Post by: Wrangler on 20 December 2023, 13:49:53
duplicate
Title: Re: Mercenary Hall
Post by: Metallgewitter on 20 December 2023, 15:06:16
Which makes me wonder: is there a Sphere wide currency left? I would suspect that the C-Bill is dead by now as the company behind it (Comstar) is also pretty much dead.
So far it was usually the C-Bill which was used to pay Mercenaries but from the Era Report and FM 3145 it seems that alot of units began to prefer payment in ammo and parts then C-Bills or even House script. If we ever get a real Star League and not a 6 worlds around Terra I would bet the Kerensky might become the new Sphere wide currency. Or the Alaric dollar  :evil:
Title: Re: Mercenary Hall
Post by: Colt Ward on 20 December 2023, 18:55:52
Which makes me wonder: is there a Sphere wide currency left? I would suspect that the C-Bill is dead by now as the company behind it (Comstar) is also pretty much dead.
So far it was usually the C-Bill which was used to pay Mercenaries but from the Era Report and FM 3145 it seems that alot of units began to prefer payment in ammo and parts then C-Bills or even House script. If we ever get a real Star League and not a 6 worlds around Terra I would bet the Kerensky might become the new Sphere wide currency. Or the Alaric dollar  :evil:

 . . . the article sort of addresses this?  But it, I think, also covered some of our discussions in the past.
Title: Re: Mercenary Hall
Post by: ANS Kamas P81 on 22 December 2023, 07:08:18
Or the Alaric dollar
The Dollaric
Title: Re: Mercenary Hall
Post by: CJC070 on 22 December 2023, 08:53:51
For the foreseeable future I would imagine the currency is decentralized.  The C-Bill may come back because I doubt the Kerensky-bill (or Sea Fox currency) will truly catch on.
Title: Re: Mercenary Hall
Post by: Wrangler on 22 December 2023, 09:52:17
For the foreseeable future I would imagine the currency is decentralized.  The C-Bill may come back because I doubt the Kerensky-bill (or Sea Fox currency) will truly catch on.
It's likely that the Star League dollar will come back if Star League is fully reestablished.
Work Credits like Kerenskies are internal currency.
Sea Fox Credit would likely be leading candidate for true interstellar currency.

It's up to writers and developers want to do.

Sea Fox Credit as it stands, especially as their running the old Mercenary Review Board  in name, it gives more power/credablity to their currency.
Title: Re: Mercenary Hall
Post by: Sartris on 22 December 2023, 11:18:15
The Dollaric

(https://media.istockphoto.com/id/1213698070/photo/cool-friendly-guy-pointing-at-camera.jpg?s=612x612&w=0&k=20&c=rWh-PBJhCHSO90HsfkEnO_eM7eY3t_eeZ5C5MwVARxY=)
Title: Re: Mercenary Hall
Post by: MarauderD on 22 December 2023, 12:41:18
It strikes me that Houses would have a lot of incentive to pay contacts in House Bills.  Aside from granting nobilities and providing land like House Davion is doing, how better to force a continued relationship with a mercenary company than to pay them in script that is (nearly) worthless anywhere else?
Title: Re: Mercenary Hall
Post by: Wrangler on 22 December 2023, 14:26:56
A counter to that is that a house bills maybe not worth that much and could trap mercenaries who bounce between borders having to try to do exchanges . Withe Sea Fox Credits you can go anywhere without annoyance doing changes and hopefully u will come on top.

Right now as of 3152, economy is in ruins.
Title: Re: Mercenary Hall
Post by: Metallgewitter on 22 December 2023, 16:01:22
Pretty much as every realm is more or less engaged in war. And what is worse the Jumpships are essentially tied to any push that comes about. I get the feeling that it is the Sea Foxes who will be the deciding factor in convincing the Houses to join the coming Star League because militarily this conflict is not winnable for the Wolves.

The only pay that might make a mercenary happy that likes to switch between employers might be precious metals or something else with universal value. I think FM 3145 mentioned that mercernaries at that time preferred payment in ammunition or spare parts instead of house script especially as some Houses looked to fall (the Suns and the Commonwealth especially though that seems to have past for now)
Title: Re: Mercenary Hall
Post by: Colt Ward on 22 December 2023, 16:38:36
It's likely that the Star League dollar will come back if Star League is fully reestablished.
Work Credits like Kerenskies are internal currency.
Sea Fox Credit would likely be leading candidate for true interstellar currency.

It's up to writers and developers want to do.
Sea Fox Credit as it stands, especially as their running the old Mercenary Review Board  in name, it gives more power/credablity to their currency.

It is also possible that the Sea Foxes' ask could be that the SFC becomes the official currency of the new Star League.
Title: Re: Mercenary Hall
Post by: Metallgewitter on 17 January 2024, 07:25:53
I saw this in the "Ilclan prediction thread" but I think it fits better here:

As I haven't read this full thread or have seen other threads I just want to ask: do bigger Mercenary units that don't have their own planet (Like the northwind highlanders or Kell Hounds) have some form of "investment portfolio"? For examle the Dragoons have been described as having investments in many companies (also companies that then work for them). would that also be true for let's say Hampton's Hessens or Hansen's Roughriders? there is not much talk about how those units actually spend their income. I know from the FM Mercenaries that for example the Crimson Curaissieres (a rather small unit) invested heavily in stocks and other tech companies but that was more because of their leader who inherited a fortune. And would Mercs be seen as good investors? After all Mercs can be, at one point, end on the other side of the gun sight (then again, that's what investment companies are for right?)