Author Topic: Creating a Raiders company  (Read 1787 times)

Colt Ward

  • Lieutenant General
  • *
  • Posts: 28983
  • Gott Mit Uns
    • Merc Periphery Guide- Bakunin
Creating a Raiders company
« on: 16 April 2019, 11:57:03 »
The year 3050 is drawing to a close and the FedCom/Combine have had units stationed as periphery garrisons smashed as some unknown invaders.  Huge bites are taken out of the territory, millions if not billions of citizens have been taken with chunks of the House's infrastructure.  Lostech military equipment, dropships and jumpships have been captured or destroyed by the invaders.

Command needs to slow the invaders down.  Some REMF staffer comes up with the idea of landing a company of mechs with support on a captured world that would be projected as part of the invader's supply lines or able to offer significant material support (food, water, medical supplies, etc) for the invaders.  The REMF staffer's plan gets the go-head, and the commander gets the pick of the personnel and equipment moving to the frontlines to form this unit.  The initial wave will be a Tramp class jumpship to haul the raiders and their support to the target world using a pirate jump point off a gas giant.

What assets would you assign as the REMF Staffer/mission commander for the AFFC?  for the DCMS?

What special orders would be issued to the mission commander?
Colt Ward
Clan Invasion Backer #149, Leviathans #104

"We come in peace, please ignore the bloodstains."

"Greetings, Mechwarrior. You have been recruited by the Star League to defend the Frontier against Daoshen and the Capellan armada."

Nav_Alpha

  • Major
  • *
  • Posts: 3679
Re: Creating a Raiders company
« Reply #1 on: 17 April 2019, 03:45:35 »
I think the primary element of this raiding force will be your SF infantry. Probably a platoon, reinforced platoon, of DEST or Stealthy Foxes, depending on your nation.
Depending on the time period, I’d even suggest two squads of the brand new, experimental Battle Armour the lab boys have cooked up. I actually can’t remember the exact time The IS started deploying its first gen battle armour, so this might be a moot point.

This special forces team will work closely with a tech/science platoon - NAIS or Luthien Armour eggheads who can designate what tech to snatch, what memory cores to download and what needs to come back for study. Give them all terrain vehicles and Mech recovery equipment.

Protecting all this is your security element of 12 Mechs. Honestly, these guys are expendable and there just to make big entry holes and act as the rearguard. I’d take a mix of light recon Mechs, bolstered by heavies that can take a beating.
Again, thus depends on your nation.

My orders? Bring me prisoners and bring me data in the form of captured documents, data cores, maps. Salvaging a Mech or two is a secondary objective.

While nice, HUMIMT and hard data is the key - this early in the invasion we don’t know all that much about what we are up against and as a certain Major out their said... “information is ammunition”


"Hold your position, conserve ammo... and wait for the Dragoons to go Feral"
- last words of unknown merc, Harlech, 3067

RifleMech

  • Major
  • *
  • Posts: 4469
Re: Creating a Raiders company
« Reply #2 on: 21 April 2019, 16:14:38 »
Ideally
A company of LAMs with the latest tech.
A company of Thorizers customized as cargo transports/APCs.
A company of Thorizers for scouting and annoyance.
A company of Infantry. 1 Platoon in sneak suits. 1 in Battle Armor (if available), 1 Platoon of Techs and warriors to snatch and load/drive off loot.

And a dropship to carry them all and their loot.

Since that isn't likely. I want to say have two separate units. A larger one to hit bigger targets and a smaller faster one for distraction and snatch and grabs from places further away.

The main raiders would have.
A platoon of Infantry in sneak suits. If Battle Armor are available a Platoon of them as well.
A platoon of Techs.
APCs to move the infantry and techs.
Cargo, and utility vehicles to gather and haul the loot.
Armor for security and escort.
Mechs for above and heavier opponents. More fast units than slower.

The smaller snatch and grab unit would use hovers and VTOLs to move infantry and loot as well security and escort. A lance of really fast mechs. I'd also assign some LAMs.

I'd also have a squadron of aerospace fighters available to make sure the dropship or dropships can get to the planet and off safely.

Everything would be updated with the best tech available.

dgorsman

  • Captain
  • *
  • Posts: 1981
Re: Creating a Raiders company
« Reply #3 on: 21 April 2019, 16:41:27 »
Include several spies to embed into the population, regardless of the outcome.  Leave a couple of sneak-sats in system to record comings and goings, and to relay out data from the spies.

Check if counter-intel has information on enemy operators or sources on world.  Consider working with them for purposes of gathering and sending data.  Or consider "burning" them to the invaders so they think such problems have been eliminated.

Commander and/or intelligence officer eyes only: consider bringing along a biological weapon to be distributed in the water/food/etc. sources the enemy came for, at their discretion.
Think about it.  It's what we do.
- The Society

Thunder LRMs: the gift that keeps on giving.  They're the glitter of the BattleTech universe.

Daryk

  • Lieutenant General
  • *
  • Posts: 37301
  • The Double Deuce II/II-σ
Re: Creating a Raiders company
« Reply #4 on: 21 April 2019, 17:43:16 »
Well, a Tramp can only carry 2,834 tons of cargo, according to Sarna.  That means one of the drop collars will have to be a Mammoth (or Behemoth, if you're ignoring the two collar quirk).  One of the others will need to be a fighter carrier to defend the Tramp long enough for it jump out.  That leaves the insertion team only a single DropShip.

With only one DropShip, and uncertain prospects for actually landing on the planet, I'd be inclined toward another fighter carrier, but one loaded with LAMs with jump seats and extra life support and fuel in whatever cargo space can be stuffed into them (so probably Wasp LAMs).  I'm thinking more Lysander than Mustang or Thunderbolt here. Granted, this is more intelligence collection than raider based, but I'm operating from a "we don't know what hit us" perspective.  The operatives being inserted by the LAMs (probably one at a time) must absolutely be SOF, with a primary objective of Strategic Reconnaissance, and only a secondary one of Irregular Warfare.  The primary aim has to be finding out what the Inner Sphere is up against.

DOC_Agren

  • Major
  • *
  • Posts: 4929
Re: Creating a Raiders company
« Reply #5 on: 22 April 2019, 11:20:21 »
Well it is a REMF's plan right..

So while I agree with the plans proposed above...  lets be honest I doubt that what he thinking about.

Thinking a Modified Union understand this is a 1 way trip ship..  Land/off load and relaunch for a biggest military location as a sucide attack.
8 mechs (prefer all energy based, mostly jump capability)
12 light vee
2 platoons of Inf/tech recovery teams

a Leopard CV to provide protection for Union insertion and Jumpship until it can leave system

Special orders:  Go to Ground, raid any supply points after a while.  In 6 months we will be back to collect you
"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!"

Colt Ward

  • Lieutenant General
  • *
  • Posts: 28983
  • Gott Mit Uns
    • Merc Periphery Guide- Bakunin
Re: Creating a Raiders company
« Reply #6 on: 22 April 2019, 12:00:40 »
My AFFC force, would be targeted on one of the worlds taken in the 3rd or 4th Wave expected to be a supply line world- Leshkovik, Baker 3, Devin or Waldorff (3rd)- and insert through a pirate point.  The world picked would be the one expected to give the most support to the JF advance- most food, medical or military supplies that could be shipped offworld, AFFC should have records to determine which one fits that requirement.  All 3 DS would ground somewhere in the boonies, trying to sneak onto the planet.  The Jumbo would kick out a spy sat to try to track zenith/nadir jump traffic for when commo trips happen.  Their task is to gather information about the nature of their enemy-  the victory at Twycross netted material for the LIC & MIIO to study, but nothing about the abilities of the 'Clan' militaries.  Additionally, AFFC command wants to make the planet a case of 'the fly catching the flypaper' in regards to their future military operations.  I would take as many mech-qualified Loki pilots as possible, or really high scores in SERE type training.

Primary mission-  Deny the Jade Falcons the support of the planet by destroyed supplies
Secondary mission-  Observe military and supply convoy traffic through the system to determine support rate/flow
Tertiary mission-  #1 Cause resistance to the Falcons on planet, #2 Capture war materials as well as experts/support infrastructure, #3 establish long term humint assets, #4 tie down larger garrison force to decrease units available for upcoming offensive operations.

Com Lance
Catapult C1
Grasshopper/Guillotine
Maybe a Victor or new Marauder -5D
Vindicator 1R

Second Lance
Griffin 3M
Griffin 1N
Dervish 6M
Wolverine 6M (7M if avail)

Phoenix Hawk 3D
Phoenix Hawk 1D
Firestarter
Javelin

2 SC
Peregrine transport x2


Rabid Foxes or Loki team
Foot Infantry platoon

Tramp class JS
Jumbo- cargo carrier
Intruder- infantry & cargo
Union- mechs & 2 VTOLs

For the DCMS, not sure what world but would be swapping Davion models for Kurita of course.  Javelin would become a Jenner, Wolverine would become a PPC armed Shadow Hawk, Vindicator would be a Panther, etc.  Oh yeah, of course DEST instead of Foxes/Loki team.
Colt Ward
Clan Invasion Backer #149, Leviathans #104

"We come in peace, please ignore the bloodstains."

"Greetings, Mechwarrior. You have been recruited by the Star League to defend the Frontier against Daoshen and the Capellan armada."

Mohammed As`Zaman Bey

  • Captain
  • *
  • Posts: 2187
Re: Creating a Raiders company
« Reply #7 on: 22 April 2019, 18:19:34 »
  I would send raiders in in phases:

1) Intelligence gathering
  Strictly SF personnel and technicians. Maybe at platoon strength, depending on the number of targets. They are to meld in with the native population, have all government-issue papers and ID, even tap into local databases with fake histories. One of the largest holes in Clan government is their intelligence/security capacity, it is even worse when interfacing with occupied worlds.
They are also to recruit locals to participate in low-skilled, low risk tasks, as well as determine the pool of people willing to take active part in partisan operations.
  The Clans think nothing of having locals performing menial tasks, such as janitors and food service, so these positions could easily be filled by SF personnel, in order to tap communications and plant remote cameras. The data gathered by these means would be studied for the next phase.
  A bolder intel move would have a team posing as a local news crew asking to interview the commander, to stroke their ego and case out the location and feel out the individual and their willingness volunteer information and goals, through subtle interrogation, on and off the record.

2) Infiltration and Sabotage
  Phase 1 would be ongoing, with as many SF personnel hiring on as workers, or entering the Clan area of operation a casual workers: ditch diggers, plumbers, electricians, pest control, etc.
   Once facilities are mapped, key enemy personnel identified and crucial targets selected, the next phase is activated. One crucial element of the Clan military machine is their technician pool. Without them, nothing runs, gets repaired or even ordered from supply. I would mark as many of them as possible for abduction or termination as possible. Captured techs would be quickly shipped offworld to where they may be interrogated and possibly even turned. Assassinations would be camouflaged as chance accidents or illness. Since Clan techs aren't anywhere as fanatic as the Warriors, the idea is viable.
  Leaders would also be targets for abduction or assassination; The more competent, the higher the priority. As with techs, abductees would be sent away for interrogation.
  Sabotage would be on a limited scale; Faulty munitions, contaminated food, even raw sewage connected with the drinking water (This happened where I worked and several people were hospitalized, others were ill for months). Rats would be released in warehouse/storage facilities in order to justify infiltration of SF members posing as exterminators.

3) Destruction

  Guys, this is the easy part. It is a culmination of the previous steps, marking of targets, getting all the needed maps, knowing what the enemy has and how to counter it. Enemy troops die in their billets, or are gunned down running to their machines; Their frequencies are tapped and can be jammed. The techs are all killed or captured, so nothing has ammo. Strategically placed cameras allow you to keep track of enemy movement at all times, as do transmitters attached to the Omnis that weren't booby trapped. You know what to do, after that.
  If the goal in denying supplies, go ahead and destroy them, if you cannot secure them; Supply and Techs are the two bottlenecks that harm the Clans, so destroy/deny both, when able.

  Have a plan. Have a structure of interlocking plans that enhance the success of your final goal. Be flexible enough to alter plans, if needed. Play dirty, because the enemy has no concept of a fair fight.

  I have utilized all of the above in campaign. They work, even against IS targets. I've had a team drive off with a player's Mobile Command Vehicle. He was furious!
« Last Edit: 22 April 2019, 18:24:38 by Mohammed As`Zaman Bey »

Daryk

  • Lieutenant General
  • *
  • Posts: 37301
  • The Double Deuce II/II-σ
Re: Creating a Raiders company
« Reply #8 on: 22 April 2019, 18:35:44 »
I like the cut of your jib...  ^-^

And I have to say, my "Lysander" relay (Tramp-Carrier DS-LAM) might just get you there, if slowly...

Elmoth

  • Major
  • *
  • Posts: 3416
  • Periphery fanboy
Re: Creating a Raiders company
« Reply #9 on: 23 April 2019, 03:52:33 »
Ok, basic parameters thewn would be

1. Info gathering as propeity over combat.
2. Secondary objective, test combat potential
3. Secondary objective, check on logistical capabilities
4. Tertiary objective, disrupt the logistics of the target
5. Tertiary objective, survive

Logistics will be nonexistant besides what a (potential, not granted) assymetrical resistance movement can provide

Insertion not granted.

As such I would require
1. A technical team to patch up and keep up my machines
2. Identical or compatible machines for parts, so I can salvage myself for parts given that parts compatibility is not granted with the other party.
3. Energy based machines.
4. Infantry support for recon.

I would take a Leopard CV and a Union class.
Leopard CV would fit 6 heavy fighters, probably Slayers to act as cover for the drop group and protect the merchant.

Merchant would accomodate 2 Slayers for protecting itself. A pair of the Slayers in the leopard would also be dettached to play that role and fly CAP around the merchant while waiting for the dropships to return.

The Lepoard CV with the 4 slayers and the Union would go down to the planet.

Since this is a DCMS unit, the Union would contain a company of Stinger LAM. Yes, hard to maintain. Yes, not very combat capable, but quite fast and suitable for exactly this kind of mission. Recon and avoid the enemy if you can. A full 12 machines can be quite something here. Parts compatibility will be provided by downed or faulty Stinger LAMs themselves. not all are expected to survive.

The 2 small craft bays will host a Mark VII each. They will carry the following stowed as cargo:
- a field hospital with an operaiton theater, a doctor and a team of 4 nurses/paramedics.
- Then 2 platoons of motorized infantry in bikes.
- And fuill the rest wuith supplies, specially rations and spare parts for the LAM and bikes as well as cammo netting.
- A command van will also be stowed in one of the Mark VII.
- A pair of general purpose trucks. 15 tons so they can carry a 30 ton stinger LAM

the dropships will try to stay undetected,. If they can do that, the LAM and shuttles will deploy from space and enter the atmo on their own, and disperse through the globe. Some assembly areas will be predisposed, with checks on short comms bursts and failsafes. The mission would be to lay low and then move to assemble information. Combat only if it does not jeopardize the main mission.


And I guess that would be it from the top of my head.

Cheers,
Xavi
« Last Edit: 23 April 2019, 04:57:40 by Elmoth »