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Help with guerilla warfare against Ghost Bears
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Nightmare
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PostPosted: 05-Dec-2002 04:45    Post subject: Help with guerilla warfare against Ghost Bears Reply to topic Reply with quote

My small merc unit, Harper`s Hunters has accepted a guerilla contract against the GBs on behalf of the Draconis Combine. Mission location Trondheim, oddly enough. Apparently the high command thinks is a good idea to distract the clanners like this, contract start date is set for April 3051...

It`s a Regular unit with the following combat forces:
Two mech companies and a separate command lance, only four machines over 55 tons.
A vehicle company of 12 hover tanks, all moving 8/12 (4 Maxims and 8 Saracens).
Two ASF squadrons with a separate command lance, lightest fighters 50 tons.
Two squads of IS battle armor (small lasers)
Six platoons of foot infantry, four SRM and two MG.

I`d like some pointers on how this force could effectively cause the GBs harm without getting into a pitched fight. Also any ideas on what stuff I should add to my roster - I was thinking some VTOLs might be nice for surprise attacks and support? Oh, every single hover tank is equipped with a TAG either as standard or modification. My ASFs are supposed to carry Arrow IV missiles for their use


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crabcakes66
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PostPosted: 05-Dec-2002 05:25    Post subject: RE: Help with guerilla warfare against Ghost Bears Reply to topic Reply with quote

did mini-campaign against wolves same idea
it involved some mw2 roleplaying stuff.
Basic stuff


1. hit lightly guarded targets

2.nvr commit your whole force

3. nvr stay in one place for too long

4. good intelligence is a must

5. bring plenty of clean underwear

id say add a lance of longrange
medium armor and some more Ba

basically just did hit and run on comm, training and lighty guarded command and control facilities. they finnaly cornered us with a supernova and we called in our dropship(which almost got shot down due to lack of aerospace fighters) and bugged out with 30% losses. the payoff was worth it and our unit got some much need contacts in clan occupied space.

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Kyu Kage
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PostPosted: 05-Dec-2002 07:26    Post subject: RE: Help with guerilla warfare against Ghost Bears Reply to topic Reply with quote

Split you force into two groups....

When attacking, only use half of each group.

Try ro do as much damage as possible, but pull out whenever more than 50% of your force is close to taking internal.

Take as much salvage as you can, and use it against them.

If more than two or three units have taken internal, withdraw immeadiatly. You can't afford to take losses.
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Shadowking
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PostPosted: 05-Dec-2002 07:40    Post subject: RE: Help with guerilla warfare against Ghost Bears Reply to topic Reply with quote

Since when did the IS have battlearmor available in 3051? Just thought I'd ask
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Paul
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PostPosted: 05-Dec-2002 08:25    Post subject: RE: Help with guerilla warfare against Ghost Bears Reply to topic Reply with quote

Quote:

On 2002-12-05 04:45, Nightmare wrote:
My small merc unit, Harper`s Hunters has accepted a guerilla contract against the GBs on behalf of the Draconis Combine. Mission location Trondheim, oddly enough. Apparently the high command thinks is a good idea to distract the clanners like this, contract start date is set for April 3051...



Congratulations! You are the proud recipient of a DCMS experimental mission contract. That's where the DCMS fieldtests some hairbrained military operation with the aid of some worthless and completely expendable gaijin merc unit. Why work hard to kill mercs, when you can pay them to get killed?

Around 3051, the FC and DC tended to lob a bunch of merc units at the Clans, to see if they'd slow down a bit. The motto there was quantity over quality. A lot of merc units went roque shortly after contact with the Clans, or even before, rather then commit to a suicide mission.
Your CO is obviously made of sterner stuff.

Don't have the IC book on me, so I can't check when they grabbed Trondheim. Let's assume you're facing secondline stuff. Which is shaky, I think the Bears took a while to get PGCs in, and still relied on the Vipers at this point. Perhaps you'd rather face those. (I'd think not? =) )


Quote:

It`s a Regular unit with the following combat forces:
Two mech companies and a separate command lance, only four machines over 55 tons.
A vehicle company of 12 hover tanks, all moving 8/12 (4 Maxims and 8 Saracens).
Two ASF squadrons with a separate command lance, lightest fighters 50 tons.
Two squads of IS battle armor (small lasers)
Six platoons of foot infantry, four SRM and two MG.



Why, that sounds like you have a force that'd be pretty decent at guerilla warfare.

Alrighty, a rough plan (you'll note some similarities with other posters )
Leave your foot infantry at home. Even with the Maxims, they're just to big of a hasle. What do you have for vehicle transport anyway? If it has plenty of room, perhaps take 1 or 2 with you for base security.

Split your force into 2 groups. These should be all your lighter and quicker machines; I'm assuming here that the 4 above 55 ton 'Mechs are all Heavies in your command lance. If this is not your standard formation, train a few weeks before lifting off to make sure you can hack it.

Each company on it's own can be expected to defeat 1 Star of roughly equal weight, as in, medium company can take on a medium Star. That'll be a tough fight though, and you'd only have a chance if you can mug them up close. Fighting at their long or medium range means you'll die.

Your general modus operandi will be to hit 2 locations.

Location 1 will be the diversion. Scout out a location of interest and limited protection, hit it, wait for some Clanners to show up, then hit Location 2. Location 2 will be near 1, and ideally hitting location 1 will draw some forces away from 2. Even if it doesn't, it reduces the Bear's ability to respond.

Keep your vehicles and your command lance in reserve, to be able to respond swiftly to either location, and reinforce one group or the other.

Avoid engagements whenever you can. Never face a standup fight, even blow off a strike if it seems too well protected.

Like someone else wisely remarked: keep moving. IE, if you'd hit Terra, you'd hit some bases in Oregon, then move for a day or so to Wisconsin, hit a few places, then move on to like Florida. If you stick too long to one place, you're inviting a solid counterattack.

Keep your guys fresh by using infantry (including the BA) to guard your base so your people can get a good night's (day's?) sleep.

Keep your base mobile, IE, most stuff should be able to be packed in a few hours, when your 'Mechs can carry most, if not all the stuff. The Maxims will help. The sbility to repair is minimal, another reason to avoid any serious damage. When a Mech starts taking internal damage, just pull it back, and either retreat it, or let it plink at range before pulling the whole unit back.

Overall, you're facing stiff odds. It's going to be hard to get on planet. If the garrison only has a Binary of fighters, that's still 20 usually SL era fighters. You have 14 (I'm guessing you have 2 Unions and a Leopard to move stuff, plus something for the tanks and infantry) and some DropShips. But then, so will they. Even a couple of Broadsword CV, Carriers or god forbid Titans are going to slant the odds heavily against a proper insertion.

And even if you do insert, what'll you do with your DropShips? I'd drop your kit off, and blast back off, promising to come back in X weeks.

They should take your fighters too, no way are you going to be able to have landingstrips available for them.

Quote:

Also any ideas on what stuff I should add to my roster - I was thinking some VTOLs might be nice for surprise attacks and support?



Personally, I consider VTOLs useless for anything but scouting and transportation. Considering the type of campaign you'll have, and the limited chance of air superiority, they're more a liability then an asset. I'd add some more transport assets, or some Heavy APCs which can double as cargo carriers.

Quote:

Oh, every single hover tank is equipped with a TAG either as standard or modification. My ASFs are supposed to carry Arrow IV missiles for their use



Good for them, but there's no way you're going to be able to deploy them, short from hiring Hell's Black Aces to acquire air superiority. The Clanner's air quality won't be much greater then yours, if at all. But they'll severely outnumber you. Perhaps you should hire an ASF merc unit to acquire complete air superiority, and then get out along with your DShips and aero's. About 3 squadrons should even the odds a bit. Preferably more.

But then, even if you get air superiority (which doesn't mean you kill all Clan fighters, just that you can move your kit in relative safety), don't keep your fighters around. There's no way you can maintain an airbase when you still have a whole Cluster's worth of 'Mechs and Elementals (don't think CGB fields much conventional infy) to worry about. You simply won't have the forces needed to protect those airbases, and you'd effectively waste your fighters.
Keep em around for your insertion, and after you're all dismounted and geared up, start heading far away to found your first base, and let the fighters retreat. You'll need em again in a few weeks to recover you.

IOW, those TAG are fairly pointless. Unless you can find an Arrow IV launcher of sorts. Which'd be a bit munchy, that stuff's supposed to be rare. =)

I'd try to buy some more swift 'Mechs myself. They'll aid you more.

Speaking of speed, CGB tends to have quite fast designs. In their frontline force, you'd have to contend with Firemoths(Dashers) and Vipers (Dragonfly's). Secondline, prob Locust IIC's, and the other nasty IIC's and secondline 'Mechs. The odds that you'll be faster are slim to.
If you get mugged by some fast units, bear down, and call in your reserves. If it's a mix of fast and slow, pull back to seperate yourself from the slower 'Mechs while concentrating on the faster. Once the slower units cant hit you anymore, you can slow down a bit, get some decent shots on the fast ones.

Overall, it ain't looking good. =)

Paul
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Nightmare
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PostPosted: 05-Dec-2002 09:46    Post subject: RE: Help with guerilla warfare against Ghost Bears Reply to topic Reply with quote

Quote:

On 2002-12-05 07:40, Shadowking wrote:
Since when did the IS have battlearmor available in 3051? Just thought I'd ask



Well, they do say some people were experimenting with BA before the clanners showed up. Obviously the core group of this unit has deserted from some NAIS testing cadre I rolled up lots of FedCom gear when the unit was created.

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Nightmare
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PostPosted: 05-Dec-2002 10:02    Post subject: RE: Help with guerilla warfare against Ghost Bears Reply to topic Reply with quote

Thanks for the pointers, all! I agree that the fighters will probably be hard pressed if the GBs have any ASFs there. They have to take out any satellite finery that happens to be noticeable, making it harder to spot my ground forces.

That`s a problem for that day, though. AFAIK it`s the GBs Alpha galaxy that took Trondheim, and there`s no news yet about garrison troops moving in. I`ll have to find out what`s going on the hard way, I think.

As for infantry, I was thinking 'hidden units' for them Those small fast mechs have a good chance of falling apart if they take point-blank fire from SRM infantry. The shoot - run away! - ambush scenario is something I like to try.

TAGs and Arrow IV missiles, well, the new Maxim had TAG so I thought why not build on it then? Unfortunately I won`t be able to use it if my fighters don`t dare fly. Just have to wait and see.

Those vehicles sure as hell are useful for fighting too. Just have to make sure there`s a river of lake to withdraw over if the GBs have fast mechs around.

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Karagin
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PostPosted: 05-Dec-2002 16:02    Post subject: RE: Help with guerilla warfare against Ghost Bears Reply to topic Reply with quote

Two things:

Bring lots of ammo and spare parts.

And have a lot skill at running away.

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Raven!
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PostPosted: 05-Dec-2002 17:39    Post subject: RE: Help with guerilla warfare against Ghost Bears Reply to topic Reply with quote

One point about infantry.

With proper transport and deployment, as well as a solid knowledge of infantry combat tactics against armored units, they can be invaluable on raids and such. They can't be detected like mech's and tanks can be, and they can advance invisible through forests. BA is good for this too, being slightly faaster. you make a diversionary strike with BattleMechs and then you hit with infantry with a bunch of heavy weapons (SRMs, Machine Guns, Man-Pack PPCs, Mortars) and you are a golden god.

Raven!
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Paul
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PostPosted: 06-Dec-2002 07:58    Post subject: RE: Help with guerilla warfare against Ghost Bears Reply to topic Reply with quote

Quote:

On 2002-12-05 17:39, Raven! wrote:
One point about infantry.

With proper transport and deployment, as well as a solid knowledge of infantry combat tactics against armored units, they can be invaluable on raids and such. They can't be detected like mech's and tanks can be, and they can advance invisible through forests. BA is good for this too, being slightly faaster. you make a diversionary strike with BattleMechs and then you hit with infantry with a bunch of heavy weapons (SRMs, Machine Guns, Man-Pack PPCs, Mortars) and you are a golden god.

Raven!




Except of course when you face an Elemental Point or 2, who'll chew the crap out of you with room to spare.

Also infantry cannot move without being detected, unless they have sneak suits. IR and EM and all that.
Plus, deploying them with a Maxim is a bit hard to hide as well.

No, with the type of mobile compaign he has, infantry will be more of a burden then a boon. They're simply too outmatched, and when using hidden unit rules, you have to be damn lucky whether or not an enemy unit is kind enough to actually walk close enough to you.

As for Alpha Galaxy still being there, well, kiss your hiney goodbye. Alpha Galaxy should be good for some 120 ASF on it's own, not counting naval reserves, and their WarShip escort(s).
Beyond that you'd be extremely heavily outclassed both 'Mech and skillwise.

You have a shot against a PGC. Not an elite frontline Galaxy. Try again with like 4 or 5 elite RCTs.

Paul
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Nightmare
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PostPosted: 06-Dec-2002 09:12    Post subject: RE: Help with guerilla warfare against Ghost Bears Reply to topic Reply with quote

Quote:

On 2002-12-06 07:58, Paul wrote:
As for Alpha Galaxy still being there, well, kiss your hiney goodbye.



IIRC it`s the 3rd Bear Guards that fought on Trondheim, not the whole Galaxy. Not that it`s advisable to try a stand-up fight against a front-line cluster either...But they are a bit limited in the fast mech departement, which should leave room for a guerilla campaign.

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PostPosted: 06-Dec-2002 10:40    Post subject: RE: Help with guerilla warfare against Ghost Bears Reply to topic Reply with quote

Oh one major thing. Try to get some Guaridan Fighters. They are very fast, don't need landing strips, and although outclassed in the air, can usually bomb the crap out of something on the ground (remember 6/9 speed in Aerotech is 6 to 9 MAPS, not hexes). So if you can get a lance of those, and use some light battlemechs to support and move supplies around, you'll have yourself a nice little set up

Raven, who just reread the fluff from TRO:3026!
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Nightmare
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PostPosted: 06-Dec-2002 11:18    Post subject: RE: Help with guerilla warfare against Ghost Bears Reply to topic Reply with quote

Why not Mechbusters then? Even clanners obey AC/20 shots to the head

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Paul
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PostPosted: 06-Dec-2002 16:10    Post subject: RE: Help with guerilla warfare against Ghost Bears Reply to topic Reply with quote

Raven seems to have a high opinion of conventional forces. I started to write a counter to his explaination of the defenses of his planet a while ago, but ran out of time. It's now one of those, to be done sometime between now and the next century projects.

Anyway, yes Guardians would be useful in a guerilla setting. Their fluff doesn't stretch the facts much.
However, Guardians are rediculously fragile. IIRC, a single MPL will down one. Attempting a bombing run on a Clan formation will likely end up being a 1 way trip. If they have even 1 ASF operational, it'll smoke the whole lance with ease.
Good thing they're cheap, I suppose. =)

MechBusters are more formidable, but also require a landingstrip. I think the Guardian is the only VSTOL conventional fighter, but I may be wrong there.

Good to hear you'll only deal with 1 Frontline Cluster. The Bears, unfortunately, tend to field very fast 'Mechs. You're in for a tough ride, even if you make it a point to not fight.

Still, if you can ensure that you can get your DropShips in and out fairly safely, and as long as you stay careful, you should be fine. And stumbling over the odd Clan weapons cache while on your mission should make up for the odd lost 'Mech.

Paul
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PostPosted: 06-Dec-2002 17:05    Post subject: RE: Help with guerilla warfare against Ghost Bears Reply to topic Reply with quote

Question: While I'm not up on the Clans andtheir Galaxies or CLusters, but I noticed that Paul and Nightmare have said the exact opposite about he 3rd Bear Cluster. Nightmare says that they are hurting in the fast mech area, while Paul said that they field a lot of them. Which is correct, as that would greatly help planning for the contract.

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