One issue though, the MUL doesn't seem to give movement values in the force builder.
Crap, missed that.
*sigh* Well, I suppose we can print out the individual pages/AS cards for now.
As an aside, I was doing some more thinking on the way home from work, & I think there's something else to consider when building forces for SBF & ACS. The RATs work fine for small-scale interactions: one-on-one duels, lance-on-lance action, or even "large" sessions where each player is only controlling 1-4 (Inner Sphere)/1-5 (Clan)/1-6 (ComStar/WoB) units, simply because you want to have a little variety in your lance. Taking an entire lance of Missile Boats or Snipers can bite you in the butt if you end up with a mapsheet selection skewed towards large clumps of Woods and/or lots of Level 3+ elevation changes...especially if your opponent went "light & fast" on you. I remember how one of the suggestions for 3025-era combat was that LRM-equipped units should stay in the "sweet spot of 7 hexes out (Short range for them, Medium or Long range for everyone else, & no Minimum penalties), which is hard to do on some map configurations.
But when you start getting to the point where your players are controlling company-sized or larger formations, you have to start being more careful about your unit selections. Take the 'Light/2 Heavy' configuration (IIRC, result of 3 on the 1D6 chart). If you end up with 4 Sniper & Missile Boat 'Mechs spread across both Heavy lances (whether you ended up with the "Medium/2 Heavy/Assault" configuration or the "2 Heavy/2 Assault" configuration), you may want to consider consolidating those into a single lance & designate it as your Fire Lance, so that your Brawlers, Juggernauts, &/or Strikers can fill out the other Heavy lance. Or, conversely, if you ended up with the "2 Light/Medium/Heavy" configuration for your Light lance, & your first 3 units are all jump-capable, you may want to swap out the non-jumping Heavy you ended up with for another Heavy unit with jump jets (*imagines the potential of a Stinger/Wasp/Hatchetman/Catapult lance as the "Scout" lance*).
In some ways, the 4th Succession War Atlas has some good suggestions to start from...but in some ways, it's also limited in that it uses only units from TRO: 3025 (original). However, you do get some weird lance combos. For example, the main Davion assault lance (
Victor,
Awesome & 2
Orions) is a mix of a Sniper, Skirmisher, & 2 Brawlers. However, the main Davion light lance (all
Valkyries) means you have a Missile Boat lance. In contrast, the Steiner equivalents use paired Skirmishers & Snipers (two pairs of
Victors &
Zeuses) in the assault lance, while 2 Missile Boats (
Whitworths) are paired up with 2 Scouts (
Stinger &
Wasp). I think the bigger problem there, though, is the lack of diversity & consistency within the lances, but they do give some good starting points.