Author Topic: Motor/Mech Infantry Commando unit? (new question to avoid moderator issues)  (Read 13056 times)

Fireangel

  • Major
  • *
  • Posts: 3402
  • 7397 posts right down the toilet...

Squad level deployment is fine for tiny tiny tiny actions where I want to mimic spec ops maybe.
Its certainly the USArmy standard.

Four POVs for LOS, less damage, less individual squad survivability. Init sinking is not an issue if all four squads of the platoon move on the same init. If it is still an issue, simply have the infantry squad moving on the same init as its APC. Heck, the four squads AND their APCs could all move on the same init, if it's that much of an issue. This rule is in the old Tactical Handbook, though there it just mentions moving the four vees of a platoon on the same init.

The +1 bonus is not universally accepted; in our group, only about half of us use it, and only when playing others who use it as well, otherwise it simply is not used. Heck, sometimes we even forget to use it.
« Last Edit: 07 April 2016, 00:14:23 by Fireangel »

Black_Knyght

  • Captain
  • *
  • Posts: 1897
  • Nisi mors certum est in bello
I was going bare bones transports for his unit.
There is certainly room to expand on it but I was trying to keep it very minimal since I didn't see him mention recovering a ton of actual combat escorts.

Still working out the details on that, though the game host is giving me a fair amount of leeway there given how I cleverly managed to save two specialized House units he expected to see be abandoned to their tragic fate  ;)


Quote
Though myself I'm a fan of the Hover for shooting across water, I can see why Wheeled is what you would go for for a Desert Rat feel.   Then again,  Hovers fly across the desert too  ^-^

While I AM pushing for a Rat Patrol themed unit, hovers do not have to be excluded because of it. Just because they didn't exist in the 1940's doesn't mean they could fill a similar role in 3063. ;)

So long as I have some kind of commando transporting vehicles and nimble light anti-tank/mech vehicles I should be good and still on track (so to speak).  O0

Hellraiser

  • Colonel
  • *
  • Posts: 13229
  • Cry Havoc and Unleash the Gods of Fiat.
}:)

TT

The more I think about it.
I really love the idea of using them for Militia.
They REALLY remind me of the "Weapon Carrier" type units that had illegal stats from the GDL books back in the days.
Really simple units that bring a bit of ranged firepower to infantry w/o being able to stand up to a real Tank or Mech.

...
I like that fix, though, LOL, it might almost be an overfix to have to move all 8 units at once.
But still a great way to take the cheese out of having so many units on the board.


Still working out the details on that, though the game host is giving me a fair amount of leeway there given how I cleverly managed to save two specialized House units he expected to see be abandoned to their tragic fate  ;)


While I AM pushing for a Rat Patrol themed unit, hovers do not have to be excluded because of it. Just because they didn't exist in the 1940's doesn't mean they could fill a similar role in 3063. ;)

So long as I have some kind of commando transporting vehicles and nimble light anti-tank/mech vehicles I should be good and still on track (so to speak).  O0
Well, I used the Lyran produced Maxim Hover to bulk up the 2 Grunt Platoons since you mentioned regular Lyran infantry v/s Davion Commandos
I think the Wheeled works well for the Commandos since they will actually be more quiet when moving.
You could even swap 2 of the Regular Wheeled for that SRM Wheeled Model to provide some more range while still keeping 4 MGs in the platoon.

If your looking to bulk up the unit to give it a few combat escorts then I would suggest the following.

Give the paired Maxim's a pair of Escorts,   Drillson, Fulcrum, Zephyr, Condor, etc etc.
Pick 2 & make it a full Platoon of 2 Transports + 2 Escorts.

Ditto the same with the 2 Vtols & add in a Warrior, Cavalry, Yellowjacket, or Nightshade, etc etc.
So you have 2 Transport Vtols w/ 2 Escorts.

Then add in the 4 small APCs for the RAT platoon & you have yourself a 12 Vehicle Company (8 Transports & 4 Escorts) to move your 5 Platoons of Infantry Around

Heck add in a 9th platoon of added escorts/support units & you have a Mixed Battalion in total.

My suggestion would actually be 4 Hover/Vtol LRM/Arrow units to give them indirect fire support.
And in that case I would make sure to have a Zephyr & Sprint as 2 of my escorts in the above platoons for the TAG's on them.  Maybe a Fulcrum too.

3041: General Lance Hawkins: The Equalizers
3053: Star Colonel Rexor Kerensky: The Silver Wolves

"I don't shoot Urbanmechs, I walk up, stomp on their foot, wait for the head to pop open & drop in a hand grenade (or Elemental)" - Joel47
Against mechs, infantry have two options: Run screaming from Godzilla, or giggle under your breath as the arrogant fools blunder into your trap. - Weirdo

Hellraiser

  • Colonel
  • *
  • Posts: 13229
  • Cry Havoc and Unleash the Gods of Fiat.
Gave it some thought & Here's an expanded suggestion filled out w/ some minor support elements added to give the infantry a little bite.


Command Company
HQ Platoon
Fulcrum
Drillson
Yellow Jacket (Arrow)  x2

"Jeep" Platoon
Wheeled APC  x2
Wheeled APC (SRM)  x2

Desert Rat Platoon
Foot Infantry (28)    (20 AR + 8 Intek)


Airborne Company
Flight Platoon
Cavalry (Infantry)
Karnov-UH
Sprint
Warrior-H7C

Jump Platoon (Short)
Jump Infantry  (15)   (9 AR + 6 Intek)

Mobile Fire Platoon
Motorized Infantry  (28)   (20 AR + 8 HvSupLas)


Brawler Company
Transport Platoon
Pegasus  (3025)
J-Edgar (TAG)
Maxim (3025)  x2

1st Lyran Platoon
Foot Platoon  (28)   (20 AR + 8 Inteks)

2nd Lyran Platoon
Foot Platoon  (28)   (20 AR + 8 Inteks)


3041: General Lance Hawkins: The Equalizers
3053: Star Colonel Rexor Kerensky: The Silver Wolves

"I don't shoot Urbanmechs, I walk up, stomp on their foot, wait for the head to pop open & drop in a hand grenade (or Elemental)" - Joel47
Against mechs, infantry have two options: Run screaming from Godzilla, or giggle under your breath as the arrogant fools blunder into your trap. - Weirdo

Daryk

  • Lieutenant General
  • *
  • Posts: 37643
  • The Double Deuce II/II-σ
I missed that the Lyrans were regulars.  In that case, I recommend using Goblin variants as I outlined elsewhere.  The MG variant has a huge infantry compartment, and the LRM and SRM versions are actually very nice.  It works out something like this:

MG Goblin carrying 5 squads
LRM Goblin carrying 1 squad
LRM Goblin carrying 1 squad
SRM Goblin carrying 1 squad

If your GM is amenable to custom variants, I found you could remove the turret and cram an AC/20 into one while retaining the 1 squad infantry compartment.

As Hellraiser outlined, the infantry itself should roll with Auto-Rifles, Inteks, and FedCom armor kits.

Basically, your two platoons of Lyran infantry become a combined arms company.

Fireangel

  • Major
  • *
  • Posts: 3402
  • 7397 posts right down the toilet...
There are already enough LRM units, modifying a Goblin to fire LRMs is not really necessary.

As APC/IFVs, Goblins support infantry; the MG is the tool of choice for this. That being said, the LL/MG combo of the plain-vanilla Goblin is a great general purpose set, capable of dealing with infantry and with heavy units alike.

SRMs are the anti-vee weapon of choice; but SRM-primary units tend to have short lives.
 

Daryk

  • Lieutenant General
  • *
  • Posts: 37643
  • The Double Deuce II/II-σ
Enough LRM units?  ???

Black_Knyght

  • Captain
  • *
  • Posts: 1897
  • Nisi mors certum est in bello
Would an MML-equipped vehicle fair better?

Daryk

  • Lieutenant General
  • *
  • Posts: 37643
  • The Double Deuce II/II-σ
If you can get them, I'd think so.

Fireangel

  • Major
  • *
  • Posts: 3402
  • 7397 posts right down the toilet...
Enough LRM units?  ???

Hunters, Sturmfeurs... Goblins, if you choose the LRM version...

LRM carriers are basically 3xLRM-20 mounted on a painfully slow, woefully underarmored frame; they are combat support.

Also remember that is you use too much missile spam, AMS starts popping up everywhere.

Daryk

  • Lieutenant General
  • *
  • Posts: 37643
  • The Double Deuce II/II-σ
True, but Hunters and Sturmfeurs don't carry infantry...

Hellraiser

  • Colonel
  • *
  • Posts: 13229
  • Cry Havoc and Unleash the Gods of Fiat.
Ooooops! I guess that might help, wouldn't it?  [face palm]

The campaign I'm involved in is currently set in a portion of the Chaos March that the Davion part of the Federated Commonwealth is busy losing control of during the not-so-civil FedCom war >:/!, in the year of our house lords 3063. O0

Would an MML-equipped vehicle fair better?
Sometimes, sure.
But your too early for them to exist yet.
3041: General Lance Hawkins: The Equalizers
3053: Star Colonel Rexor Kerensky: The Silver Wolves

"I don't shoot Urbanmechs, I walk up, stomp on their foot, wait for the head to pop open & drop in a hand grenade (or Elemental)" - Joel47
Against mechs, infantry have two options: Run screaming from Godzilla, or giggle under your breath as the arrogant fools blunder into your trap. - Weirdo

Fireangel

  • Major
  • *
  • Posts: 3402
  • 7397 posts right down the toilet...
True, but Hunters and Sturmfeurs don't carry infantry...

???

You seem to be confused. I said:

There are already enough LRM units, modifying a Goblin to fire LRMs is not really necessary.

In response to your suggestion of swapping plain-vanilla Goblins for LRM variants.

Since there are already Sturmfeurs and Hunters, hopefully in multiples, there are already enough LRM assets on the battlefield; there is no need to convert Goblins to that role; better to leave the Goblins as-is: LL/MG armed IFVs.

I thought this would've been obvious with the second paragraph:

Quote
As APC/IFVs, Goblins support infantry; the MG is the tool of choice for this. That being said, the LL/MG combo of the plain-vanilla Goblin is a great general purpose set, capable of dealing with infantry and with heavy units alike.

Why would other units need to carry infantry if the PBI's ride is right there in the form of 3026 Goblins?

Daryk

  • Lieutenant General
  • *
  • Posts: 37643
  • The Double Deuce II/II-σ
It's not clear to me the OP has LRM tanks.  The Lyrans he's apparently saved from annihilation appear to have been some kind of stand alone unit, and the LRM variant of the Goblin is available in the time frame.  I'm looking at it as the Goblins coming with the infantry, not being tacked on later.  For maximum flexibility in his unit, it makes sense to have multi-function vehicles.

Fireangel

  • Major
  • *
  • Posts: 3402
  • 7397 posts right down the toilet...
It's not clear to me the OP has LRM tanks.  The Lyrans he's apparently saved from annihilation appear to have been some kind of stand alone unit, and the LRM variant of the Goblin is available in the time frame.  I'm looking at it as the Goblins coming with the infantry, not being tacked on later.  For maximum flexibility in his unit, it makes sense to have multi-function vehicles.
You've missed thread with the list.

1. There are Surmfeurs and Hunters, both with 20-racks.
2. There is no infantry. At all. At the time of my reply it was assumed that there might be at least some PBI. Without dismounts, I'd suggest exchanging the Goblins for Manticores, since Myrmidons are unavailable in the 3039 TRO.
3. It's tempting to have the LRM-equipped APC/IFV lobbing LRMs to other targets; this goes against the whole point of mounted infantry support.
« Last Edit: 08 April 2016, 22:17:03 by Fireangel »

bluedragon7

  • Sergeant
  • *
  • Posts: 187
That is a different user who had the Hunters ;-)

Daryk

  • Lieutenant General
  • *
  • Posts: 37643
  • The Double Deuce II/II-σ
Thanks bluedragon, that appears to be the disconnect.  :)

As far as LRMs in support of mounted infantry, I think if the targets being shot at are on the same map as the infantry, it counts as support.

Fireangel

  • Major
  • *
  • Posts: 3402
  • 7397 posts right down the toilet...
That is a different user who had the Hunters ;-)

Yeah... just realized that...  :-[

I could not brain yesterday. I hads the dumbs...  :-X

 :D



Daryk

  • Lieutenant General
  • *
  • Posts: 37643
  • The Double Deuce II/II-σ
No worries... I seem to be having one of those days today...  #P

Black_Knyght

  • Captain
  • *
  • Posts: 1897
  • Nisi mors certum est in bello
Sometimes, sure.
But your too early for them to exist yet.

Oooops! Damn, good point there! :(

Black_Knyght

  • Captain
  • *
  • Posts: 1897
  • Nisi mors certum est in bello
It's not clear to me the OP has LRM tanks.  The Lyrans he's apparently saved from annihilation appear to have been some kind of stand alone unit, and the LRM variant of the Goblin is available in the time frame.  I'm looking at it as the Goblins coming with the infantry, not being tacked on later.  For maximum flexibility in his unit, it makes sense to have multi-function vehicles.

Just for the sake of clarification, the original breakdown by the Game Host was as follows:

Units rescued were:

     1) A stand-alone House Steiner/Lyran Commonwealth special forces/commando unit that disagreed with Katrina's actions and orders to sabotage Davion units and quit/defected/abandoned their assignment. Highly trained in covert operations and anti-mech raids. Slightly larger than a company, fully equipped (possibly with jump packs?) but with no associated vehicles.

     2) A stand-alone House Davion/Federated Suns vehicular "light assault group" (?), basically a "Rat Patrol" kind of fast attack raider unit that was covering the Davion evacuation of the planet by harassing and tying up advancing Marik units intent on seizing the planet from Davion/Steiner control. They are equipped with an "unspecified number and type" of vehicles conducive to their operational mission (?). Slightly larger than a company, fully equipped with any associated vehicles, including troop carriers, but no infantry support.

They were BOTH intended by the Game Host to die honorable but ultimately suicidal deaths at the hands of advancing Marik forces. Due to some clever role-playing and covert actions on my part, I managed to saved the bulk of both units and now have a chance to absorb them into my mercenary unit.
« Last Edit: 09 April 2016, 15:45:39 by Black_Knyght »

Black_Knyght

  • Captain
  • *
  • Posts: 1897
  • Nisi mors certum est in bello
As fun as their addition is, it leaves me with the unexpected task of trying to reorganize two distinct infantry and vehicle units into a single cohesive unit within my thus far all mech mercenary unit.

I'm not terribly familiar with HOW to do so, much less how to write them up for the Game Host to see and approve. Thankfully Ryan said I have a LOT of leeway, since he'd intended them to be sacrificial NPC's and hadn't detailed them beyond that.

Daryk

  • Lieutenant General
  • *
  • Posts: 37643
  • The Double Deuce II/II-σ
Ah, OK... that's very helpful.

If you go with jump troops, they'll be harder to fit into the Davion vehicles, whatever they end up being.

Since the Davion vehicle unit doesn't have integral infantry, they may not have the ability to carry any.  What you described sounds like J. Edgards, Pegasi, or a mixture of the 35 ton hover tanks (Saracen/Scimitar/Saladin).  If that's what you go with, picking up some Maxims to move the infantry would probably make the most sense.

Black_Knyght

  • Captain
  • *
  • Posts: 1897
  • Nisi mors certum est in bello
Just had a conversation with Ryan (game Host) about the Steiner jump packs, and he said I can go with them or not however I choose. It seems their main point was that they are anti-mech commandos.

So that's not a fixed point apparently.

Daryk

  • Lieutenant General
  • *
  • Posts: 37643
  • The Double Deuce II/II-σ
Aside from weight, the other drawback of going with jump troops is that you'll have fewer of them.  Of course, if you're worried about payroll, that's actually an advantage.

Hellraiser

  • Colonel
  • *
  • Posts: 13229
  • Cry Havoc and Unleash the Gods of Fiat.
Just for the sake of clarification, the original breakdown by the Game Host was as follows:

Units rescued were:

     1) A stand-alone House Steiner/Lyran Commonwealth special forces/commando unit that disagreed with Katrina's actions and orders to sabotage Davion units and quit/defected/abandoned their assignment. Highly trained in covert operations and anti-mech raids. Slightly larger than a company, fully equipped (possibly with jump packs?) but with no associated vehicles.

     2) A stand-alone House Davion/Federated Suns vehicular "light assault group" (?), basically a "Rat Patrol" kind of fast attack raider unit that was covering the Davion evacuation of the planet by harassing and tying up advancing Marik units intent on seizing the planet from Davion/Steiner control. They are equipped with an "unspecified number and type" of vehicles conducive to their operational mission (?). Slightly larger than a company, fully equipped with any associated vehicles, including troop carriers, but no infantry support.

They were BOTH intended by the Game Host to die honorable but ultimately suicidal deaths at the hands of advancing Marik forces. Due to some clever role-playing and covert actions on my part, I managed to saved the bulk of both units and now have a chance to absorb them into my mercenary unit.


Ah, OK... that's very helpful.

If you go with jump troops, they'll be harder to fit into the Davion vehicles, whatever they end up being.

Since the Davion vehicle unit doesn't have integral infantry, they may not have the ability to carry any.  What you described sounds like J. Edgards, Pegasi, or a mixture of the 35 ton hover tanks (Saracen/Scimitar/Saladin).  If that's what you go with, picking up some Maxims to move the infantry would probably make the most sense.


Good info.
I'm sticking w/ the same suggestions I had above.
Those IFV's I named are all good as Combat units for the FS side (Karnov can be the "Support" vehicle for the unit, & yet they are able to fit in the Steiner troops as well.
The size is about perfect too.
Just give them some abilities as spec ops, like swapping the FC3030 armor for the 2 Foot platoons for some Sneak Suits & you are up & running.
The only thing that is a bit off is the reduced size of the Jump platoon but I chalk that up to battle losses & that Jump troops are rare & require special training.
3041: General Lance Hawkins: The Equalizers
3053: Star Colonel Rexor Kerensky: The Silver Wolves

"I don't shoot Urbanmechs, I walk up, stomp on their foot, wait for the head to pop open & drop in a hand grenade (or Elemental)" - Joel47
Against mechs, infantry have two options: Run screaming from Godzilla, or giggle under your breath as the arrogant fools blunder into your trap. - Weirdo

Black_Knyght

  • Captain
  • *
  • Posts: 1897
  • Nisi mors certum est in bello
Yeah, one absolute is that the diminished strength of both units is directly related to the fighting that just happened. Both units ended up cut off and took a pounding during the Marik takeover of the planet. I barely managed to get my unit AND them offworld as it was.

Black_Knyght

  • Captain
  • *
  • Posts: 1897
  • Nisi mors certum est in bello
In addition to what I've asked above, I now have roughly a dozen Savannah Masters miniatures and about a dozen Maxim miniatures that I didn't have before.

I've been working on a few ideas for refits for the Maxims ( http://bg.battletech.com/forums/index.php?topic=52596.0 ), but I'm not savvy enough about using vehicles to be sure how to incorporate these into the ideas posted above. Especially the Savannah Masters.

serack

  • Lieutenant
  • *
  • Posts: 808
savannah masters are great scouts, most variants change out the med laser for other items , probes and such

Black_Knyght

  • Captain
  • *
  • Posts: 1897
  • Nisi mors certum est in bello
A friend suggests that Savannah Masters would make good "Piranha Squads" (?), and he uses them to chew up Mechs.

Not sure about that idea, since they look like they'd fly apart if you sneezed while driving one.
« Last Edit: 21 May 2016, 12:15:55 by Black_Knyght »