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CO_17thRecon
Kell Hounds
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PostPosted: 28-Dec-2006 17:51    Post subject: Formations Reply to topic Reply with quote

With the standard Inner Sphere formation of lances and companies and the standard among the Clans being stars and urinaries, I was wondering if anyone uses any unique formations that are not covered under standard rules? (Noted oddballs of the Marian Legions and Comstar excluded)

I ask because I was thinking of using non-standard 'Mech formations for my mercenary unit. Standard group of 'Mechs is six, like Comstar, but could be split in half, and is designed to be so if necessary. Three of those groups of six plus a command section of three to six 'Mechs is a company. Three companies is the expected maximum size of the unit, which gives us 63-72 'Mechs possibly. Averaging out at two battalions I guess.

The idea being that with six 'Mechs in a unit, I can cover all 'Mech types and several weight classes in a single smallish unit. Combining and mixing smaller groups of three can create very distinct specialized units when necessary.

Thoughts? Suggestions? Strange formations that you have used?

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Karagin
Imperial Karagin Army
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PostPosted: 28-Dec-2006 19:07    Post subject: RE: Formations Reply to topic Reply with quote

I have used a mix of 6 uints, (3 mech, 3 vehicle), to lance then 3 lances to a company four companies to battalion, 4 battalions to a regiment and 4 regiments to a division style for some of my alternate universe stuff.

Then I did use a mix of Roman and Greek military units for one group, but I would need to cut and paste the info to list it all correctly.

The I have seen folks run with 3 mechs to a lance. That has been the oddest I have seen.

Well wait, there was the one battle at Ucon one year, that a guy fielded 1 Stalker and 4 Savannah Masters to act as spotters. Sad part was he one the fight.



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Karagin
Only the dead have seen the end of war. - Plato

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Alexander
Heavy Horse Merc Brigade
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PostPosted: 28-Dec-2006 22:54    Post subject: RE: Formations Reply to topic Reply with quote

I've organized units like the Canadian Army organizes... For 'Mech and armoured units, organizing in four 'Mechs in a troop, four troops and a three 'Mech HQ into a 19 'Mech Sqn (read Company), and three of these Squadrons into a 'Mech Regiment (plus a Recce Squadron of three five 'Mech troops, and an extra eight 'Mech Regimental Recce troop).

It was a very impressive unit on the battlefield, and it kept my enemies off balance. I'm playing again in another unit with some more Army guys, and we're beginning to organize ourselves this way... Welcome Mayhem!

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AWAD
Draconis Combine
Chu-sa
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PostPosted: 28-Dec-2006 23:27    Post subject: RE: Formations Reply to topic Reply with quote

The one problem with custom formations.... how the FRACK do you carry them into battle?

Your 6 lance idea, Lepoard is not usable. (yeah yeah, yank the areospace bays, but look at the location of them?) OK the Union is alright. But that does not meet your overall design. If you go with canon Dropships you are hosed. Look at what it takes for the Clan point/star system?

Your world, that is why I make Mech Bays scaleable to need. Gets around that little problem.

But the other issue to think about is how long does it take to get use to the new formation. Most people were trained in 4 man units. So I think there would be command and control issues for the first few years and any recruit from other ways of thought would take some reeducation.

But if I am fighting you, yeah 6 is better than four thus I fight you with 8 and hold a skirmish battle with the other 4.

Do have fun with it.

AWAD- Know your strenghts and apply it to their weakness
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Karagin
Imperial Karagin Army
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PostPosted: 28-Dec-2006 23:54    Post subject: RE: Formations Reply to topic Reply with quote

Vaild points...AWAD and you are correct folks are trained in manner of 4 or 5 units are the way to go etc...

But trying for different styles and such is what I was going for and having the mix of vehicles and mechs forces players to use combined arms not play it lip service. There is no oh I forgot about that lance of Vedettes, oh well they weren't needed, kind of thinking for the group I run, I need to use all 6 units and normally they are balanced to support each other, some not.

Still having different setups keeps people on the learning curve thus they aren't stagenet.

Remember all the fuss the Clans caused as folks had to learn what to do with a single extra mech in each mech formation...let alone figure out the bidding system that the Clans used.



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Karagin
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Vagabond
Mercenary
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PostPosted: 29-Dec-2006 02:35    Post subject: RE: Formations Reply to topic Reply with quote

My BT personal nation the Yaku-Kan use a 3 unit configuration. 3 vehicles, 3 BA Squads, 3 Platoons, 3 Air, and 3 Tactical Armors per group. 3 groups plus optional command group for Company like level. so on and so on.

But then, these guys have only fought each other for nearly 900 years if i remember my dating right and have had no need for a larger grouping.

They do, however, use combined forces extensively. Never figured out an exact grouping but it was something like 1 Armor Comp, 1 Infantry Comp [BA and Standard], 1 Air Comp, and 1 TA Comp. Thats what i always imagined.

Still chew on that idea every now and then.

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CO_17thRecon
Kell Hounds
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PostPosted: 29-Dec-2006 09:08    Post subject: RE: Formations Reply to topic Reply with quote

Part of me really wants to try combined arms formations, but it would rarely work in my games. Vehicles are so much more limited in where they can go unfortunately. Even with Amphibious vehicles, 'Mechs can still get into forests they can't and over mountains they can't.

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"What the...?! Where did you get THAT?!"

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CO_17thRecon
Kell Hounds
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PostPosted: 29-Dec-2006 09:14    Post subject: RE: Formations Reply to topic Reply with quote

Quote:

On 2006-12-28 22:54, Alexander wrote:
I've organized units like the Canadian Army organizes... For 'Mech and armoured units, organizing in four 'Mechs in a troop, four troops and a three 'Mech HQ into a 19 'Mech Sqn (read Company), and three of these Squadrons into a 'Mech Regiment (plus a Recce Squadron of three five 'Mech troops, and an extra eight 'Mech Regimental Recce troop).

It was a very impressive unit on the battlefield, and it kept my enemies off balance. I'm playing again in another unit with some more Army guys, and we're beginning to organize ourselves this way... Welcome Mayhem!



This is interesting. I might look into this as well. The formation would also actually get me more Recon troops compared to the mediums I usually run with. Which I tend to use more as a quick reaction force really. But that's neither here nor there.

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Jarylan Blackwell



"What the...?! Where did you get THAT?!"

"Creative aquisition."
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SaberDance
Federated Suns
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PostPosted: 05-Jan-2007 20:27    Post subject: RE: Formations Reply to topic Reply with quote

I normally run a four, twelve, et cetera TO.

I have been known to run elements (based on two) like the USAF, though after the first level it becomes lances, et cetera.

I organized like a helicopter flight once, 5 units divided into a flight of 3 and a flight of 2.

The problem is that 4 and 5 are pretty versatile numbers, and except for things based on threes, everything else (including a lot of things based on threes) can be reduced to either of those forms.

E.g. a six mech unit is just three elements, organized as a lance and a half.

Now, in larger engagements (which I haven't fought that many of), I tend to break companies into 4 sets of 3, rather than 3 sets of 4. The reason being that at least 3, if not four, of my mechs are fire support, so I group them, give them an escort (3 or 2 mechs, depending on how many supporters there are). The remaining six become "team A" and "team B" and go out and flank the enemy.
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