Author Topic: Force Organization thought experiments  (Read 873 times)

Charistoph

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Force Organization thought experiments
« on: 16 April 2024, 13:52:38 »
I have a campaign scenario coming up, and I have a couple thoughts I want to approach you with.  Think in 3049, Introtech/Periphery levels for your responses.

For one is:
A Goblin is to a Patton as a J. Edgar is to what?

I'm thinking either a Drillson or LTV-4 Hawk.  Thoughts?

Second is:
What would you bring for a Security 'Mech Company charged with defending an artillery park with 4-5 Self-Propelled Artillery as well as a few Artillery crews.  They will be supported by a company of Tanks, and will be facing a Binary of Medium and Light 'Mechs.
« Last Edit: 16 April 2024, 17:46:21 by Charistoph »
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AlphaMirage

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Re: Force Organization thought experiments
« Reply #1 on: 16 April 2024, 16:47:09 »
I'd say LTV.

For the second, Hetzers, preferably modified with more armor than ammo. Point towards enemy and fire at will when I'm range. Or maybe Demolisher/Zhukovs if the SPAs are tracked. Mechs aren't defensive assets so don't waste them in that role.

RifleMech

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Re: Force Organization thought experiments
« Reply #2 on: 16 April 2024, 18:57:23 »
Rifleman, JagerMech, Quickdraw, and Hatchetman, for fire support and AAA work.
Blackjack, Phoenix Hawk, Locust, and Stinger for scouts and harassers.
Dervish, Griffin, Shadow Hawk and a Thunderbolt or Warhammer for the battle lance.

It's a little on the heavy side but as they're going up against Clan Mechs they'll need the firepower.

Daryk

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Re: Force Organization thought experiments
« Reply #3 on: 16 April 2024, 19:26:53 »
You said Patton, so even though it's the Rommel that gets the AC/20, I'm thinking the first answer is Saladin... ;D

The second answer depends on how important that artillery park is... if it's one of many, I think RifleMech's company works fine.  If it's the ONLY artillery a world has, I'd go heavier.  At least one Awesome in the Assault Lance, a T-Bolt in the Heavy Lance, and RifleMech's Battle Lance works fine for a third. :)

Charistoph

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Re: Force Organization thought experiments
« Reply #4 on: 16 April 2024, 21:17:51 »
Rifleman, JagerMech, Quickdraw, and Hatchetman, for fire support and AAA work.
Blackjack, Phoenix Hawk, Locust, and Stinger for scouts and harassers.
Dervish, Griffin, Shadow Hawk and a Thunderbolt or Warhammer for the battle lance.

I don't have to worry about aerospace support on their end, thank goodness.  I don't have a Quickdraw (yet) or a JagerMech, but there are some easy substitutes that can be put in to place for them.

I'm kind of surprised to not see a Hunchback on that list, honestly.

It's a little on the heavy side but as they're going up against Clan Mechs they'll need the firepower.

They need the challenge.  I went a little too easy on them early on with some bandit chasing, but I scared the hell out of them with a Trial of Grievance with the last mission.  It's not like they don't have some firepower to equal, or even exceed, such a company.

The second answer depends on how important that artillery park is... if it's one of many, I think RifleMech's company works fine.  If it's the ONLY artillery a world has, I'd go heavier.  At least one Awesome in the Assault Lance, a T-Bolt in the Heavy Lance, and RifleMech's Battle Lance works fine for a third. :)

It's not the only one on world, but it's the only one the Clanner players will be facing.  I'm just worried about going TOO far.  An Awesome could work, but isn't that rather heavy for a Periphery world?
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Daryk

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Re: Force Organization thought experiments
« Reply #5 on: 17 April 2024, 03:16:40 »
An Awesome is the cheapest and easiest to maintain of any assault 'mech.  It wouldn't be unreasonable for it to be the local lord's personal 'mech... ;)

RifleMech

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Re: Force Organization thought experiments
« Reply #6 on: 17 April 2024, 04:00:10 »
I don't have to worry about aerospace support on their end, thank goodness.  I don't have a Quickdraw (yet) or a JagerMech, but there are some easy substitutes that can be put in to place for them.

I'm kind of surprised to not see a Hunchback on that list, honestly.

That's cool. I was thinking more in universe as aerospace can be used to counter artillery but they can also be used for fire support.

I thought about a Hunchback but range is important when facing the Clans.

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They need the challenge.  I went a little too easy on them early on with some bandit chasing, but I scared the hell out of them with a Trial of Grievance with the last mission.  It's not like they don't have some firepower to equal, or even exceed, such a company.


With the players operating the Clans, you could replace the Locust and Stinger with the Griffin and Shadow Hawk. Then add a Goliath, Zeus, Striker, and or BattleMaster to the Warhammer and Thunderbolt for the battle lance.

That would give a stronger recon lance and battle lance without being overwhelming.



An Awesome is the cheapest and easiest to maintain of any assault 'mech.  It wouldn't be unreasonable for it to be the local lord's personal 'mech... ;)

It's also something that would usually be see in an assault lance on the frontlines than behind the lines. I thought about a Stalker as it's pretty common but it would slow the unit down. Maybe a Striker? It was replaced on the frontlines by the Awesome but it still rugged and reliable. It's also fast enough to keep up with it's lance mates.

edit
The Striker has the Easy to Maintain quirk so it'd be good for a support unit.


« Last Edit: 17 April 2024, 04:06:54 by RifleMech »

Charistoph

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Re: Force Organization thought experiments
« Reply #7 on: 17 April 2024, 11:35:55 »
That's cool. I was thinking more in universe as aerospace can be used to counter artillery but they can also be used for fire support.

True, good point.  However, their aerospace assets will be... busy elsewhere, either way.  Clan Aerospace didn't turn out as effective as their Mechs and Battle Armor did, for some reason.  Still, it's not like the defenders will know that.  Oddly enough, and Orion (of all things) has the AA Quirk, too.  It's just as surprising as the Hatchetman!

I thought about a Hunchback but range is important when facing the Clans.

Depends on the time point.  In this case, the defenders won't know better until it happens.

With the players operating the Clans, you could replace the Locust and Stinger with the Griffin and Shadow Hawk. Then add a Goliath, Zeus, Striker, and or BattleMaster to the Warhammer and Thunderbolt for the battle lance.

That would be pretty solid, and might be in keeping with one of the one-planet polities which can employ a Regiment.

It's also something that would usually be see in an assault lance on the frontlines than behind the lines. I thought about a Stalker as it's pretty common but it would slow the unit down. Maybe a Striker? It was replaced on the frontlines by the Awesome but it still rugged and reliable. It's also fast enough to keep up with it's lance mates.

Funny thing about a Security Company, they expect people to come to them, so speed isn't that big a factor.  Heck, I could even have a Lance of Urbanmechs be involved and it wouldn't be too far out of character.  Still, as you say, Commanders like Assaults (and even Heavies) on the front-lines where possible.  And since their job is to escort and cover an artillery park, speed isn't a prerequisite.  Even Centurions and Enforcers could be considered for such work, provided they were available to be acquired.

edit
The Striker has the Easy to Maintain quirk so it'd be good for a support unit.

If I had one, it would probably work.  Getting one isn't a priority, as I've never cared for how it looked, or really needed on before now.
« Last Edit: 17 April 2024, 17:18:20 by Charistoph »
Are you a Wolf, a Sheep, or a Hound?
Quote from: Megavolt
They called me crazy…they called me insane…THEY CALLED ME LOONEY!! and boy, were they right.

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DevianID

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Re: Force Organization thought experiments
« Reply #8 on: 18 April 2024, 04:36:15 »
The j edgar is a pretty great fusion vee.  So Id pair it with a pretty great fusion vee with at least the same armor, the drillson.  The hovertank with PPC/srm has less armor, so it doesnt feel like a bigger j edgar.  The drillson shares the laser + 2srm2 like the j edgar, but upgrades the laser to a large, and then adds some lrms and machine guns.

For mechs, since 4 arty guns supporting 1 company of mechs and 1 company of tanks is a lot of artillery, I would skew for dedicated support/spotters.  So stingers/wasps as a scout lance, to jump around and provide artillery spotting without closing to engage, riflemen/jagers/hatchmen/orion types for Anti-aircraft support to form a picket, and an intercept cavalry lance of dragons/quickdraws/crabs/sentinels type faster things to run out to counter enemy probe attacks before they reach the artillery.

RifleMech

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Re: Force Organization thought experiments
« Reply #9 on: 18 April 2024, 18:52:40 »
True, good point.  However, their aerospace assets will be... busy elsewhere, either way.  Clan Aerospace didn't turn out as effective as their Mechs and Battle Armor did, for some reason.  Still, it's not like the defenders will know that.  Oddly enough, and Orion (of all things) has the AA Quirk, too.  It's just as surprising as the Hatchetman!

Yep :) It is surprising the Orion and Hatcheman are good at AA.  I'd also forgotten the Orion's AA ability but I remembered the Hatcheman's and the hatchet lets it deal with those that get too close.

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Depends on the time point.  In this case, the defenders won't know better until it happens.

In that case a Hunchback would make sense.


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That would be pretty solid, and might be in keeping with one of the one-planet polities which can employ a Regiment.


:)

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Funny thing about a Security Company, they expect people to come to them, so speed isn't that big a factor.  Heck, I could even have a Lance of Urbanmechs be involved and it wouldn't be too far out of character.  Still, as you say, Commanders like Assaults (and even Heavies) on the front-lines where possible.  And since their job is to escort and cover an artillery park, speed isn't a prerequisite.  Even Centurions and Enforcers could be considered for such work, provided they were available to be acquired.

True and I had thought of a lance of UrbanMechs. :) But I wasn't sure if they'd be in the field or not and they'd want to be fast enough to keep up with the artillery they're protecting. They might be okay for protecting a Rail Long Tom though that just travels around a city. Centurions and Enforcers would be good.


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If I had one, it would probably work.  Getting one isn't a priority, as I've never cared for how it looked, or really needed on before now.

If you think it'll work you could go with papertech or a proxy.

 

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