My choice just happened according to MUL at that time, didnt think too much about faction flavor, buuut thats another thought and the list / Strategy sounds quiet nice.
Yeah, the MUL is pretty forgiving in terms of what factions have access to what designs in the Late Succession Wars. My company above is a stab at doing it with nothing but obviously Cappie designs. But most Late Succession War companies would be a mix of House-specific designs, salvage from neighboring Houses, and just long-term survivors, some going all the way back to the Star League Era.
Im surprised about the Medium vindi choice there, Expected hunchs or crab for sure, otherwise treb 5Ns for the ravens
I’d definitely take the survivability (no ammo) of the Crab-20 over the Vindies. It's possible that the Cappies have access to Crab production or refits on Northwind if Cosara Weaponries has not been totally wiped out, at least before the Cappies lose Northwind in the 4th Succession WR. But the Vindies are obviously in production in Cappie space throughout this period and beyond so I stuck with the Vindis for the sake of the Cappie purity that I was going for.
I’m not a fan of the Treb generally, and especially in this campaign. Armor is only as good as a high-end light (and definitely thinner than the Crab or Vindi) and has a couple ammo bombs (versus one on the Vindi and none on the Crab). Also, in my Cappie company, fire support is amply covered by the four Catapults. Don’t need more from Trebs, but the hole-punching of the PPCs and large lasers on the Crab and Vindies are useful and complementary.
I like the Laserback -4P, but it just didn’t pass my Cappie purity test, and at 4/6/0, it might have trouble keeping up with and bodyguarding the 5/8 Ravens. The Vindies can at least jump 4 and the Crab would match the Ravens’ 5/8 speed. Also, there’s a personal Griffin variant below that basically does what the Laserback does but on a more mobile platform and with a peeper to boot.
And i notice u dont aim to get better pilots apart from the 4/5 standart ones, where i aim to get at least 3/5 in the bigger armed ones
Just lazy. I left the P/G skill tweaking to you.
Id be curious what List ud take without much faction Flavor sticking and better pilots.
If I cared nothing about faction flavor or being called a munchkin and I knew that I was only facing mechs, then this is what I would take for your campaign:
Assault LanceMarauder II -4A, 2073
Marauder II -4A, 2073
Grasshopper -5N, 1511
Grasshopper -5N, 1511
Battle LanceGriffin -1E “Sparky”, 1449
Griffin -1E “Sparky”, 1449
Griffin -1E “Sparky”, 1449
Griffin -1E “Sparky”, 1449
Strike SectionJenner -F, 1011
Jenner -F, 1011
Total BV2: 14986
These are all maximally/thickly armored designs with no ammo/all energy weapons. (And the Assault Lance is crit-packed with heat sinks.) They’re as good as you can get for surviving multiple games against other mechs in a Late Succession Wars Era campaign. At range, they throw 10 PPC and 2 large laser shots per turn — that’s 116 points of damage divided into 10- and 8-point hits, which will leave a lot of holes in a lot of enemy mechs. When combat closes, they take advantage of the most efficient weapon in the game and throw 42 medium laser shots per turn for 210 points of damage. (And the Assault Lance will add 6 PPC shots to its medium laser fire thanks to all the heat sinks on those designs.). And every single design is jump-capable and more than half are 5/8 or above, so they can close.
Against other Succession Wars mechs, this company is like a Roman Legion, just inexorable. Highly survivable (armor, no ammo, heat sinks), mostly inescapable (jump jets), puts big holes in enemy armor at range with pilums (PPCs), and then cuts the survivors down in close combat with an overwhelming number of gladii (medium lasers). It should beat almost any other mech unit of roughly equivalent numbers and BV in the Late Succession Wars.
But there’s nothing Capellan about this company, and it’s a weird, utterly munchkin mix of merc, personal, and Combine designs, to boot. And although I think it could handle about any Succession Wars enemy unit and terrain through sheer survivability, volume of fire, and jump jets, I’d want to mix in some other weapons if I was expecting enemy infantry and maybe even against enemy tanks and fighters.
So here’s a company that mixes in some also-rans for variety and for alternate ammo use against infantry/tanks/fighters. Again, nothing particularly Capellan, but this company might pass as a high-end FedCom merc company without being totally munchkin like the one above.
Assault LanceMarauder II -4A, 2073
Atlas -RS, 1849
Banshee -3S, 1751
Grasshopper -5N, 1511
Battle LanceBattlemaster -1D, 1522
Warhammer -6D, 1471
Griffin -1E “Sparky”, 1449
Wolverine -6M, 1291
Strike SectionWolfhound -1B, 967
Jenner -F, 1011
Total BV2: 14895
This company is less mobile and more explody than the one above. Still dangerous but less so against mechs. But there are no Uber-munchkin twins or quadruplets and there’s some MGs and SRMs on a few units for mowing down/napalming infantry and pillboxing tanks, and some AC/10s on a couple units for flakking fighters out of the sky.
Some alternate mechs for this company:
Devastator -1D, 1858
Awesome -8Q, 1605
Marauder -3D, 1470
Guillotine -4L, 1400
Javelin -10F “Fire Javelin”, 835
Btw, a 3/5 highlander is Almost same BV as an atlas, i wonder why/being 10t lighter
Not sure, but I would guess the jump jets. They tend to be BV-expensive, IIRC.
Hope this helps.