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Author Topic: Deployed units - how does it work practically?  (Read 442 times)

Hat

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Deployed units - how does it work practically?
« on: November 03, 2021, 05:39:40 PM »

Ok, so I'm trying to figure out conceptually how to think about the deployment of units which corresponds arguably to Scout, Fight and Defend.  They clearly have 3 different base camps as indicated by the different maintenance levels available.  My general concept is:

Defense: at or near where the dropships are grounded, making use of existing structures that are designed to support Mechs (as they are full maintenance facilities).  Not mobile, and if they move would be limited as they would move to similar facilities elsewhere.

Fight: Deployed away from home base, at or closer to the front.  They bring in portable equipment and make use of available structures and facilities.  They need to be flexible as the front will move based on engagements and enemy movements and they must be able to respond.

Scout: Deployed further at or past the front lines.  Regularly at risk of encountering enemy units be they opposing scouts or pickets.  These forces have a "base" that is regularly if not constantly on the move.  It is not required that the forces are all tracked to keep up and may be repositioned by dropship if terrain prevents the support elements from being within an effective operational range.  Barring the deployment of specialized vehicles such as the Waylund, facilities are non-existent with parts shipped in by truck or the equivalent when needed and limited amounts kept on hand for common replacements (armor, ammo).

The reason I bring this up is to figure out what makes sense to have available/deployed in the way of non-Mech elements.  Aerospace fighters are back at the Overlord, based there for operations and deployed as needed.  There are certainly techs and doctors deployed with each PC lance on the order of a probably a squad and a half.  Presumably there would be infantry deployed to secure the various bases and provide operational security.

If the goal is to have infantry, battle armor and vehicles primarily for security and support what do you think would make sense in terms of protection of the 3 bases of operations and the Dropships?  Beyond potentially deploying Maxims for pick up missions or Partisans/Artillery for assistance, I'm not thinking we'll be using much if any vehicles or infantry, certainly not regularly.  Less certain about Battle Armor, again, I feel that's better for defense.  Thoughts?
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Timberwolfd

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Re: Deployed units - how does it work practically?
« Reply #1 on: November 16, 2021, 08:41:07 PM »

Defense: Units deploying/operating direct from the DropShip with regular shifts running perimeter patrols. Units are likely to be close to secure for takeoff when not in use. Basically, correctly parked for the bay crew to secure within a few minutes of the takeoff order. Units normally carried in storage are parked outside or in local base facilities. Personnel are housed in the DropShip or nearby buildings, maybe temporary prefabs, depending on planetary/contract conditions.

Units likely to deploy: All

Fight: A rapid response force generally operating in friendly territory, but hours or a small number of days away from the main base/DropShip. This force has the benefit of basing in friendly territory and can choose favorable base locations, such as a large farm coop with AgroMech facilities, A local airport, etc. They can make use of facilities that may not be ideal to unit maintenance, but are much better than being out in the mud. The key conceptual difference between Fight and Scout is that Fight is in friendly territory and can afford to bring and deploy more equipment because the locals won't molotov it or steal it as soon as backs are turned. Movement from base to base is deliberate and requires some time, but is much quicker than packing everything into the DropShip.

Units likely to deploy: All types, but probably few/none of the slowest units. Limited numbers of conventional infantry. Conventional infantry require additional transport, supplies, etc. with limited payoff.

Scout: The Scout force moves with minimal footprint for both speed and concealment. Scout travels light, probably only deploying basing assets after a battle (or mechanical casualty). The entire logistical tail of the Scout force is probably a repair vehicle and a few transports. When given a choice between units, the choice should go to the fastest one as a default. So, choosing between the Paramour Mobile Repair Vehicle and the Wayland MFB would result in the selection of the Paramour pretty much every time, even though the MFB has more capability.

Units likely to deploy: Mechs, VTOLs, Aerospace, BA, and a small as practical support vehicle force (repair vehicle, plus supply trucks/APCs). Local base security is provided by BA, which may be mech mounted or carried by an additional APC. ASFs and VTOLs are based back at permanent facilities, but called in as needed.

Unit assignment:
Artillery
The question is whether Scout is "close" to the artillery. Artillery could easily be on the field or very close to Fight and still support Scout. Or, the range could be much longer and out of artillery range. Even Long Tom rounds only make it ~15 km. Additionally, most arty is slow, so you have the additional question of how fast the fight develops and whether artillery could position themselves to support. Mechborne artillery, like Nagas and Catapults, could easily accompany Scout and just work off map. Artillery would easily be available to other roles, including Training since there would be little reason for training to occur outside of friendly territory (though they may have some ammo replaced with training rounds, sucks to only have 1 ton of ammo...).

Heavy Combat Vehicles (Heavy/assualt weight wheeled/tracked)
Heavy vehicles are ideally suited to Defense where they should have prepared positions. Likewise, deploying heavy armor in an assault is perfectly reasonable for Fight. Heavy armor probably would not be with Fight outside of assault type missions due to the time it takes to travel and being better deployed as a perimeter guard at the main base. Conversely, Scout's mobility and concealment kind of precludes deploying heavy and slow units, especially Skaraborg Lance...

Medium and Light Vehicles (Non-VTOL, WiGE, etc.)
Deployed everywhere, particularly APCs. Non-combat vehicles, like cargo trucks, would probably prefer deploying within safe territory, but such units are also disposable and provide necessary capability.

Fast Vehicles (VTOLs, WiGE, and high speed Hover and wheeled)
Such vehicles are reasonably deployed with any role. Scout is likely to need/benefit from the presence of scout hover craft, fast APCs, and fast cargo carriers. Maxims, I'm looking at you. Likewise, VTOLs would benefit Scout, but their greater speed, ability to avoid terrain, and nominally higher maintenance needs (in reality, if not RAW) would argue for them to base in friendlier territory and assist Scout when called in. Basically, the designated reinforcements.

Conventional Infantry
Conventional infantry is best used for non-combat security at fixed installations and to combat other infantry. In other roles, their realistic support needs probably outweigh their combat contributions. For example, how much food would a foot platoon need compared to the entire lance and support staff of a mech lance? Add in medical support, transport needs and other concerns, and conventional infantry assets are probably best used in defensive action.

Battle Armor
Battle armor has higher mobility (most of the time) than conventional infantry and much higher combat effectiveness making their tradeoffs more situational. Higher maintenance needs for the battlesuits are offset by smaller unit size and inclusion of maintenance personnel and resources in the APCs.

/dissertation

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