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BattleMechs / Re: 'Warcriming the Militia' - Battlemechs of the WoB
« Last post by Red Pins on Today at 10:16:33 »
Yes, but I'm in the weeds right now trying to fish out Primitive units for the WoB to supply their allies from Sarna and dont remember how.  Then I have 9-10 domestic Primitives to upgrade to Introtech.  I'm reluctant to continue doing sheets without knowing what their stats are before I start, and this section is ballooning obscenely.

You know, you could do a search for my name and the new tech item you're interested in and it will probably come up - I haven't been shy.
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I basically took the Templin Institute video: Building An Entire United Nations Space Command Armored Regiment, link provided
https://www.youtube.com/watch?v=BdnUX3vxIJs&ab_channel=TheTemplinInstitute
and wrote it down. I changed a little bit, but it should be very similar.

    Headquarters and Headquarters Command Company
        Mobile HQ vehicle
        4 Heavy Transport
        24 MRAP
        6 Heavy Trucks
    1st Combined Arms Battalion
        HQ
            1 tank + 4 IFV
            18 Heavy Transport
            16 MRAP
            8 Heavy Trucks
        Armored Company
            2 tanks HQ + Heavy Transport + Heavy Truck + 2 MRAP
            12 tanks
        Armored Company
            2 tanks HQ + Heavy Transport + Heavy Truck + 2 MRAP
            12 tanks
        Mechanized Infantry
            2 IFV HQ + Heavy Transport + Heavy Truck + 2 MRAP
            12 IFV + 3 Infantry Platoon
        Mechanized Infantry
            2 IFV HQ + Heavy Transport + Heavy Truck + 2 MRAP
            12 IFV + 3 Infantry Platoon
    2nd Combined Arms Battalion
        HQ
            1 tank + 4 IFV
            18 Heavy Transport
            16 MRAP
            8 Heavy Trucks
        Armored Company
            2 tanks HQ + Heavy Transport + Heavy Truck + 2 MRAP
            12 tanks
        Armored Company
            2 tanks HQ + Heavy Transport + Heavy Truck + 2 MRAP
            12 tanks
        Mechanized Infantry
            2 IFV HQ + Heavy Transport + Heavy Truck + 2 MRAP
            12 IFV + 3 Infantry Platoon
        Mechanized Infantry
            2 IFV HQ + Heavy Transport + Heavy Truck + 2 MRAP
            12 IFV + 3 Infantry Platoon
    3rd Combined Arms Battalion
        HQ
            1 tank + 4 IFV
            18 Heavy Transport
            16 MRAP
            8 Heavy Trucks
        Armored Company
            2 tanks HQ + Heavy Transport + Heavy Truck + 2 MRAP
            12 tanks
        Armored Company
            2 tanks HQ + Heavy Transport + Heavy Truck + 2 MRAP
            12 tanks
        Mechanized Infantry
            2 IFV HQ + Heavy Transport + Heavy Truck + 2 MRAP
            12 IFV + 3 Infantry Platoon
        Mechanized Infantry
            2 IFV HQ + Heavy Transport + Heavy Truck + 2 MRAP
            12 IFV + 3 Infantry Platoon
    Cavalry Squadron
        HQ
            1 tank + 4 IFV
            18 Heavy Transport
            16 MRAP
            8 Heavy Trucks
        Cavalry Troop
            2 IFV HQ + 4 Heavy Transport + Heavy Truck + 2 MRAP
            12 IFV + 3 Infantry Platoon
        Cavalry Troop
            2 IFV HQ + 4 Heavy Transport + Heavy Truck + 2 MRAP
            12 IFV + 3 Infantry Platoon
        Cavalry Troop
            2 IFV HQ + 4 Heavy Transport + Heavy Truck + 2 MRAP
            12 IFV + 3 Infantry Platoon
        Armored Company
            2 tanks HQ + Heavy Transport + Heavy Truck + 2 MRAP
            12 tanks
    Regimental Engineering Battalion
        HQ
            Command Van
            8 Heavy Transports
            10 MRAP
            4 Heavy Trucks
        Engineering Company
            4 IFV
            4 MRAP
            4 Heavy Transports
            10 Combat Engineering Vehicles
            4 Construction Mechs
            4 Bridge Layers
            10 Heavy Trucks
            4 Haulermechs
        Engineering Company
            4 IFV
            4 MRAP
            4 Heavy Transports
            10 Combat Engineering Vehicles
            4 Construction Mechs
            4 Bridge Layers
            10 Heavy Trucks
            4 Haulermechs
        Military Intelligence Company
            4 Command Van
            16 MRAP
            4 Heavy Trucks
        Signals Company
            12 MRAP
            4 Heavy Trucks
            2 Command Vans
    Air Defense Artillery Battalion
        HQ
            Command Van
            4 heavy transports
            10 MRAP
            4 Heavy Trucks
        ADA Battery
            12 SPAA + 6 Heavy Transport + 6 Heavy Trucks
            9 Loadermech
            10 MRAP
        ADA Battery
            12 SPAA + 6 Heavy Transport + 6 Heavy Trucks
            9 Loadermech
            10 MRAP
    Artillery Battalion
        HQ
            Command Van
            12 IFV
            12 heavy transports
            10 MRAP
            10 Heavy Trucks
        Artillery Battery
            12 SPG + 6 Heavy Transport + 6 Heavy Trucks
            9 Loadermech
            10 MRAP
        Artillery Battery
            12 SPG + 6 Heavy Transport + 6 Heavy Trucks
            9 Loadermech
            10 MRAP
        Artillery Battery
            12 SPG + 6 Heavy Transport + 6 Heavy Trucks
            9 Loadermech
            10 MRAP
        Heavy Artillery Battery
            12 SPG + 6 Heavy Transport + 6 Heavy Trucks
            9 Loadermech
            10 MRAP
    Regimental Support Battalion
        HQ + Headquarters Company
        Medical Company
        Field Maintenance Company
        Distribution Company
        7x Forward Support Company
    Special Warfare Group
        [Classified]

The regimental support battalion would vary in size based on location and available resources which would
The formation contains 169 listed heavy transports, 136 heavy trucks, 278 MRAPs, and while there's a lot of specialized equipment, I imagine that most of it can be removed should the RCT need to move, and truck, transport, and MRAP hulls can just be procured locally assuming the planet has a good industrial base or filled out over time assuming an outback or periphery posting. That or they can just take over whatever the previous unit left for them assuming they're moving from a garrison post to another garrison post.

It's also notably not a mobile formation in a strategic sense. You could transport all of it in a Mammoth as cargo (the regular dudes get stuffed into a mule traveling economy class), but you're never going to combat drop with it. It's just not configured for a teeth first approach, and more suited to high intensity campaigns across a planet's surface or acting as an anchor for local/militia formations.

When answering a batchall, you report that you have "7 tank companies, 9 mechanized infantry companies, and non-combat support elements". The ADA battalion should be brought up only later only in the event that they bring aero assets and bid against those not against their ground warfare units.
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It's in the Objectives series, which I'll again say answers just about every question this thread asks. I don't remember how detailed they get on this front but they do discuss the shutting down and/or retooling of RetroTech factories.

Brought up because I don't own the Objective series.

Okay - thank you all, but I think this is settled.
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Aerospace Combat / Re: FC Naval Command Decision
« Last post by Hellraiser on Today at 10:00:34 »
Per the canon fluff,  I know the Mjolnir shipyard was originally a Fox shipyard that got upgraded.
IIRC this might also be the case for the Avalon.

They started out by upgrading yards as Fox construction & once they did some runs, they upgraded the existing yards for bigger ships & then built added yards to keep Fox production going, or something like that.

In a long term plan for the FC, I would probably do a bit more of that.

The Fox was produced at 2-4? total worlds at one point or another across the FC.

Avalon & Mjolnir are just 1 each IIRC.

I'd probably get those spread around to be 2 each, for 1 per half of the nation.

And then bring on Durendal production in the FS half at least since you have 3x the # of worlds w/ shipyards.

Not counting the "Light-Mjolnir" plans that we've never seen and just guessing that the Durendal would be some sort of Davion-II + Monolith crossbreed (faster baby Dart) given how many collars the other FC ships have.......... the FC taskforces could have been truly massive if they ever ramped up production to a level that allowed them to be deployed en-masse.

Even if you leave off the Foxes as "Army Escorts" and just organized "Naval" Squadrons as something like  Mjolnir + Avalon + 2* Durendal, your looking at 20+ Dropships w/o a single LFB-JS being counted yet & we know the FC used those per doctrine in the FMs.
Big ole gunship tank, taskforce fuel ship (Cap Missile Nuker), and some screen ships, supported by an Aero Fighter Brigade, yeah, that is at least going to make a clan taskforce pause for a moment (or DC or FWL).

The FC had a solid (if not optimized) set up of starting ships that showed the potential for mass production in the Fox that no other ship class has had since the SL era.
I'd have loved to see that continue to "ramp up" the way a lot of the other nations seemed to continue to do (looking at you FWL)
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For some reason I thought there was some fluff somewhere in a Republic product that did say a lot of the Retro did go away post Jihad when it was no longer "needed".

It's in the Objectives series, which I'll again say answers just about every question this thread asks. I don't remember how detailed they get on this front but they do discuss the shutting down and/or retooling of RetroTech factories.
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Fan Articles / Re: Mech of the Week: Deimos
« Last post by BATTLEMASTER on Today at 09:49:32 »
I have that TRO. Here's the spread:
Gauss Rifle & ERLL in each arm
Heavy Large Laser in the LT
4x tons of Gauss ammo
3x Jump Jets

Just enough jumping to avoid some terrain issues, enough heat sinks to be a boring long-range sniper, and enough armament to make things interesting up close. Kind of uninspired to me as a Clan Assault Omni (it feels like something I've seen before), but I wouldn't turn one down.

It is something you've seen before - pretty much anything related to the Marauder II or Nightstar  :tongue:
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I'm not sure, but when I followed MadCap's advice I got the longer list and this looks exactly like it.

Mind, I'm sure I did it the hard way, but I wanted the company/world/affiliation as well.  I think I can work it in, but I'll have to see.

The MUL does not provide factory data. That's what the Objectives series is for.
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So has Ghosts of Obeedah proved useful for your efforts?

I’m looking forward to the revamped rules for Cassette Missiles Launchers, Fighterships, and Portable Turrets, not to mention the expanded drones of your Legacy Cluster.
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Fan Articles / Re: Mech of the Week: Deimos
« Last post by wantec on Today at 09:41:33 »
Thanks for taking the request!  (I should also note that Sarna shows there being a H model as well, apparently from TRO: Jihad.  I don't have it so I can't check.)
I have that TRO. Here's the spread:
Gauss Rifle & ERLL in each arm
Heavy Large Laser in the LT
4x tons of Gauss ammo
3x Jump Jets

Just enough jumping to avoid some terrain issues, enough heat sinks to be a boring long-range sniper, and enough armament to make things interesting up close. Kind of uninspired to me as a Clan Assault Omni (it feels like something I've seen before), but I wouldn't turn one down.
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Aerospace Combat / Re: FC Naval Command Decision
« Last post by Hellraiser on Today at 09:41:23 »
I think you are underselling the skill of the Clan warship crews. When the Jihad rolls around, and the Clan fleets get involved in the drive on Terra, the skill of their warship crews is commented on by many Spheroid leaders and admirals throughout the final Jihad era books. Particularly as they got closer toward Terra and in the final operations to take the Terran system from the Blakists. The Clan warship crews are talked up as being very skilled and very capable. 

Completely agree, just look at the few Naval Stars that get "Skill" ratings in the FM Series, tons of them are Elite.
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