Okay, by my estimation we have a couple of significant problems. Speed and frontage.
A lot of our mechs will be slow and really slow
3/5
Atlas
Banshee
Awesome
Highlander (3/5/3)
Skaraborg live here...
4/6
Hatchetman (Upgraded Tech/XL)
Warhammer (Upgraded Tech)
Hunchback
Centurion (?)
Victor (4/6/4, facepalm armor...)
Marauder
Freya - Grasshopper 1 (4/6/4)
Freya - Grasshopper 2 (4/6/4)
Freya - Crusader (4/6/4)
Bright - Marauder
Bright - Grasshopper (4/6/4)
Ice - Cataphract
Ice - Crusader
5/8
Shadow Hawk (5/8/5, Upgraded/XL)
Reaper - Griffin 1 (5/8/5)
Reaper - Griffin 2 (5/8/5)
Reaper - Shadow Hawk (5/8/5)
Reaper - Gladiator (5/8/5)
Bright - Griffin (5/8/5)
Ice - Warhammer
6/9
Wolfhound
Freya - Javelin (6/9/6)
Bright - P Hawk (6/9/6)
Ice - Javelin (6/9/6)
On the other hand, their movement profiles
3/5
Turkina
4/6
Executioner x3 (4/6(8 ))
Kingfisher
Hunchback IIC
Warhawk
Night Gyr
Glass Spider
5/8
Summoner x3
Nova x2 (5/8/5)
Mad Dog
Ebon Jaguar
Man O' War x2
Timber Wolf
Hellbringer x2
6/9
Kit Fox x3
Shadow Cat
Stormcrow
8/12
Ice Ferret
Viper x2 (8/12/8)
10/15
Fire Moth
On the plus side, the Fire Moth vaporizes if it gets hit, but the Ice Ferret and Vipers are full armor mechs and can take real hits.
If we assume a lance per map for frontage and distribute the 3/5 and 4/6 mechs approximately evenly, we'll have ~5/map for hold the line style turret fights. Putting the 5/8 and 6/9 mechs a little back from the line and using them as a back stop and mobile reserve gives us 11 mechs, or ~2.5/map of frontage. The first wave is 10 mechs, presumably distributed approximately evenly for 2.5/map. The best we could do is close to 3:1 focus fire if everything is in range. Note that 5 of the 9 fastest clan mechs are in the first wave. So strategy and planning should consider how best to whack those fast mechs quick, so we can increase the fire focus from 3:1 to 6:1. Which we will need to take down the Executioners and Turkina.