Author Topic: Marik Mech Destroyer Battalions  (Read 2757 times)

kaliban

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Marik Mech Destroyer Battalions
« on: 15 July 2019, 22:02:42 »
MECH-DESTROYER BATTALIONS

http://ziprpg.tripod.com/btech/Mech_busters.pdf

The Mech-Destroyer Battalions were created around 2885 by House Marik (Free World League) in the middle of the Third Succession War and the first combats involving them taken place one year after.

Disturbed by internal conflicts, House Marik had to often send small BattleMech forces to "pacify" revolting planets or fight small mercenary units. However, the threat of other Succession States was the major priority for the first line units, leaving these tasks to second line mechs and various types of combat vehicles and infantry. Lack of training, poor tactics and high operating costs lead to shameful defeats, risking the stability of House Marik.

For this reason, a specialized force was created and named Mech-Destroyer Battalions. With a very defensive nature, the mech destroyer concept envisioned the battalions acting as independent units that would respond to enemy BattleMech attacks.

Besides the "Battalion" name, the Mech-Destroyer units were organized in a multi-level organization, starting from a single lance of four vehicles, up to a full Division with more than 300 vehicles and supported by infantry units and auxiliary vehicles.


Men and Machines

Lack of time and resources determined the main characteristics of these units:

1.   They should use only conventional combat vehicles and infantry. Instead of scare fusion engines, all vehicles use Internal Combustible Engines (ICE) and the most basic equipment and weapons. Recruiting soldiers accross the planets was not a problem and extensive foot infantry platoons could be attached to the combat units.
2.   To train a mechwarrior is a long and expensive process, allowing one single person to pilot a multi-million C-Bill warmachine. On the other hand, combat vehicles are managed by a small crew (2 to 5, most of the time) that divide their functions and can be trained quickly and simultaneously.
3.   A mechwarrior is supposed to take his own decisions and promptly adapt to tactical changes during combat. A Mech-Destroyer unit is based on a rigid command structure and their crews are expected to act, not to think!
4.   High standardization is required to reduce operation and maintenance costs. So, each lance is equipped with few models instead of the typical diversity of a mech lance.
5.   Whenever possible, the vehicle crews and troops are recruited locally and quickly trained in VR simulators. Small quantities of vehicles and other equipment is left in the various planets to keep the contingents trained and ready for combat as soon as more equipment can be produced locally or brought.

Organization and Equipment

Instead of naming the units as Recon, Assault, Medium, etc. the combat units are of only three different types:

•   LIGHT: fully equipped with light VTOLs, they favor high speed and mobility over firepower and armored protection.
Due to limited firepower and reduced crews, Light Companies are organized in 4 lances of 4 VTOLs each:
-   3 Attack Lances of Hinds (12 units)
-   1 Transport Lance of Hips (4 units)
-   1 Infantry company of 4 Jump Platoons, attached to the Transport Lance
These units are not supposed to hold the ground but to execute fast attack actions and special missions (infiltration, rescue, etc). Armed Recon, Scout and attack missions against weakly armed enemies are under the most common tasks. Eventually, these units are also assigned to perform long-range fire support in combination with heavier units.

•   MEDIUM: fully based on light and medium weight wheeled vehicles these units have good mobility, medium firepower and light armored protection.
The standard company is equipped with 3 lances:
-   1 Scout Lance of Greyhound (4 units)
-   1 Shock Lance of Puma AFV (4 units)
-   1 Transport and Attack Lance of Puma IFV (4 units)
-   1 Infantry company of 4 Foot Platoons, attached to the Transport Lance
These are the most versatile units of the Mech-Destroyer Battalions, able to perform from Recon to Assault. They are also the most economic to build and operate. Best employed in fluid actions are often assigned to escort and hunter-killer missions, against mechs and/or combat vehicles and infantry.

•   HEAVY: equipped with tracked vehicles, they favor firepower and armored protection in exchange for reduced mobility.
The standard company is equipped with 3 lances:
-   2 Shock Lances of Sultan (8 units)
-   1 Transport and Attack Lance of Marder IFV (4 units)
-   1 Infantry company of 4 Motorized Platoons, attached to the Transport Lance. This units are known for their high mobility and firepower and are the best trained infantry in a Mech-Destroyer Battalion.
The Heavy Companies are the backbone of the Mech-Destroyer Battalions and are assigned to the main defensive or assault missions. One company is considered able to deal with any Heavy BattleMech Lance.

A typical Mech-Destroyer Battalion consisted of:
-   Two Heavy Companies
-   One Medium Company.
-   One Light Company.
-   One Command Company with transport, repair and command vehicles.

One or more Heavy Companies can be replaced by Medium Companies depending on the enemy strengths.
The two Heavy Company are used as the main resource against enemy BattleMechs and other combat units but depend on the Light Company VTOLs for armed recon and long-range fire support. The Medium Company is very versatile, performs various missions and is normally assigned to protect the elements of the Command Company.


The combat vehicles referred above are custom designs that I listed in the address below:

http://ziprpg.tripod.com/btech/Mech_busters.pdf

« Last Edit: 15 July 2019, 22:04:16 by kaliban »

DOC_Agren

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Re: Marik Mech Destroyer Battalions
« Reply #1 on: 17 July 2019, 17:13:08 »
Interesting ideas...
Might poach some, but why put energy weapons on ICE vehicles.  I get it a weapon that won't run out of ammo or explode.  But the Greyhound could be faster or even carry LRMs for "marking" targets at distance instead of the ML, HS, and PA
"For the Angel of Death spread his wings on the blast, And breathed in the face of the foe as he passed:And the eyes of the sleepers waxed deadly and chill, And their hearts but once heaved, and for ever grew still!"

kaliban

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Re: Marik Mech Destroyer Battalions
« Reply #2 on: 17 July 2019, 17:41:18 »
Interesting ideas...
Might poach some, but why put energy weapons on ICE vehicles.  I get it a weapon that won't run out of ammo or explode.  But the Greyhound could be faster or even carry LRMs for "marking" targets at distance instead of the ML, HS, and PA

Thanks for the feedback

Yes, I questioned myself on that also but considered good to have a weapon not dependent on ammo. The ICE is  a cost saving decision. This is not a front line unit and is supposed to operate for long periods in patrol. If you place two LRM5s instead of a LM+HS+Power Amplifier, you get good damage at longer range but only 12 rounds of fire and a very bad weapon for close combat. If you want more ammunition, you can have only one LRM5 and the damage you do is very very low. SRMs do better in damage but the ammo issue is the same.

Regarding speed, you can get a much higher speed using Fuel Cells (at least 7/11) but depends how far you can go with more advanced rules.

In general, I posted introtech designs for use in 3025 scenarios or Early Clan Invasion.

Pat Payne

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Re: Marik Mech Destroyer Battalions
« Reply #3 on: 30 July 2019, 13:19:27 »
I like this idea very much and may have to steal.. erm, borrow it for my home games and headcannon, though I'd probably add in an Assault company fielding Hetzers. I'm a cheap so-and so...  ;D

DOC_Agren

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Re: Marik Mech Destroyer Battalions
« Reply #4 on: 30 July 2019, 19:59:19 »
Thanks for the feedback

Yes, I questioned myself on that also but considered good to have a weapon not dependent on ammo. The ICE is  a cost saving decision. This is not a front line unit and is supposed to operate for long periods in patrol. If you place two LRM5s instead of a LM+HS+Power Amplifier, you get good damage at longer range but only 12 rounds of fire and a very bad weapon for close combat. If you want more ammunition, you can have only one LRM5 and the damage you do is very very low. SRMs do better in damage but the ammo issue is the same.

Regarding speed, you can get a much higher speed using Fuel Cells (at least 7/11) but depends how far you can go with more advanced rules.

In general, I posted introtech designs for use in 3025 scenarios or Early Clan Invasion.
Well that then questions is the Greyhound a 3025 Scout/recon which means engaging targets isn't their prime role or is it trying to do Harassment/attack mission that I would more assign to a Harasser force.  I might try to build it to 7/11 ICE with LRM5 for "marking" targets if needed
"For the Angel of Death spread his wings on the blast, And breathed in the face of the foe as he passed:And the eyes of the sleepers waxed deadly and chill, And their hearts but once heaved, and for ever grew still!"

kaliban

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Re: Marik Mech Destroyer Battalions
« Reply #5 on: 31 July 2019, 08:25:17 »
I like this idea very much and may have to steal.. erm, borrow it for my home games and headcannon, though I'd probably add in an Assault company fielding Hetzers. I'm a cheap so-and so...  ;D

Thanks for the comments. Feel free to have fun with it.

One half of the fun in Battletech is to design my own units, so I avoid canon designs.

I can try to use canon designs. For example the Zhukovs are similar to the Sultan. But Zhukovs are 10tons heavier and 50% more expensive for a single SRM6 launcher

 

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