Tuesday, December 7, 2010

Piotrowski's Predators - Organizational Chart

I wanted to do a post of my organizational chart for my mercenary unit, just to give a feel for each of the lances that I've constructed, my thoughts over them, and some potential thoughts on expansion.  Thought salvage and some random luck on regular pilot hiring, I've added aerospace support and a heavier brawler lance.

Organizational Chart
C3 Command Lance - Slasher Lance
Falconer 8D-C3 [4/4 pilot]
Falconer 8D-C3 [4/4 pilot]
Shadow Hawk C3M [4/4 pilot]
Wraith TR1-C3 [4/4 pilot]

This is my "all-comers" versatile lance.  With speed, range, and heavy hitting weapons that should have increased accuracy due to the C3 network, it can handle any type of work.  The Wraith is an excellent spotter, keeping a high mod via runs or jumps when in the thick of things, it can also deliver back shots like a dream.  Since we are Capellan, there is never a shortage of ECM to be run as ECCM to counter any would be blockers of my network.  I'm thinking of adding some VTOL support, maybe Hawk Moths or Cavalry would blend in nicely with this unit.

Aero Triple - Shredder Triple
Defiance (LB-10X, LPL, 3 MPLs) [5/5 pilot]
Defiance (LB-10X, LPL, 3 MPLs) [5/5 pilot]
Defiance (LB-10X, LPL, 3 MPLs) [5/5 pilot]

My aerospace contingent is well funded, despite the lack of quality pilots.  Finally getting their piloting down to 5 is really going to help secure favorable dogfighting rolls to keep them off my backs and put me on theirs.  The "standard" configurations I've given them are useful in nearly all situations.  However, I still have the power to customize based on the mission.  Standard load outs will have them equipped with one Arrow IV Air to Air missile and one Arrow IV homing missile (as long as we have TAG'ers deployed).  They are high risk, high reward units that can deliver potent strafes, strikes, or dogfights, but are always one control roll away from crashing like a lawn dart.

Recon Lance - Pouncer Lance
Puma  (Refit)[5/6 pilot]
Hellspawn L7 (Stealth Custom) [5/6 pilot]
2 Bandit (Custom Refits - removed cargo, TAG, 3MLs, 2 SSRM4s & ammo) [5/5 crews]
2 Regulators (Arrow IV) [5/6 crews]
2 Fa Shih Squads w/ Light TAG (rides on Bandits) [4/6 squad]

My Pouncer Lance is probably one of my favorite lances because I'm always of the tactical mindframe that speed kills.  This lance works well with others who might be fielding LRMs, since TAGs + SemiG's is very nice.  The Regulators can dictate distance, and provide surgical heavy hitting prior to the start of combat.  Additionally, 1 ton of ADA ammo makes them a beast against any air support threats.  The new Puma is a medium laser boat with a TarComp, giving me improved accuracy for the jump, shoot, jump routine this guy will probably be doing.  I think this lance is my favorite to play because it requires very elegant play to maximize it.  It's capable of isolating and taking out high priority targets that would otherwise hard to take down due to the speed and power this lance can bring to bear.

Heavy Lance - Mauler Lance
Thunderbolt 5Sb [4/5 pilot]
Grasshopper 6K 6S [5/6 pilot]
Orion ON1-M [4/5 pilot]
Flashman 8K [4/5 pilot]

I kind of stumbled into this lance.  I call it my Mauler lance since it reminds of a bear.  Big, powerful, and slow.  The Grasshopper and Orion were both peices of salvage I picked out quite a few sessions back.  The Thunderbolt and Flashman were both acquired when hiring some experienced pilots (pay 50 points, roll a d100, get a 4/5 pilot and a 'Mech).  I lucked out with some decent 'Mechs and figured I could throw this hodgepodge together and see what happens.  I'm thinking of turning this into another C3 lance, or maybe a C3 Company Command lance.  The T-bolt and Flashman are easy swaps to get C3 slaves in. I'm trying to decide if I want the Orion to become the master, or try and get something else.  Overall, the lance seems to be fairly effective, but not outstanding. 

Support Units
Griffin 6S-C3 (ERML swapped for C3 Slave) [5/6 pilot]
Sha Yu 2B [5/6 pilot]
Commando 7S [no pilot]
Sentry SNT-O4 [no pilot]

2 Platoons of Mechanised Infantry w/ LRMs
2 Platoons of Foot Infantry w/ dual Light Gauss Fieldguns
Cavalier Squads w/ Small Lasers

These units make the up the rest of my forces.  I do have enough 'Mechs to form another lighter, mixed lance.  Alternatively, I could attempt to modify those 'Mech into some sort of niche role.  The infantry units are there to augment any lance depending on the scenario.  Primarily, they are there for fluff purposes.  The Griffin is a reserve useful for the C3 lance or to fill in as mobile fire support elsewhere.