Rob, I'm not following the Ranger reinforcement rules.
OK, so this question has been answered via phone call, but I'm repeating the relevant points here. If you want a full explanation as to WHY, ask me at the game (hint: it has to do with ground-to-air rules being errata'd, airdrop rules remaining untouched, and the inadvertent creation of mutually exclusive rules conditions).
Turn 2: END OF MOVEMENT PHASE: landing units announce their target hexes and place the units on the board.
Turn 2 BSP declarations: Enemy ASFs can try to fire at the DropShip. As long as they aren't bounced by Ranger Air Defense actions, they can shoot at the DropShip as per normal BSP air strike rules (no strafe, no bombing).
Turn 2 Weapons Fire Phase: Anyone with a valid LOF to the target hexes (ignoring terrain) may shoot at the landing units. Range is calculated as "range to target + 6 hexes". Landing units get an automatic +3 TMM. Landing units may shoot back, counting as jumping, and adding a further +2 to the to-hit roll.
Turn 3 Movement: on the reinforcement player's initiative, the landing units touch down, making (or not) their landing PSRs, and choosing a facing exactly as though they were landing from a jump.
Turn 3 Weapons Fire Phase: Anyone with a valid LOF to the target hexes may shoot at the landing units. Range is calculated as "range to target". Landing units get an automatic +3 TMM. Landing units may shoot back, counting as jumping.
Turn 4+: Landing units operate as normal BattleTech units.
Just wanted to confirm you meant "in the same hex", and not "on the same mapsheet" here.
That is correct. You may not stack Local Force vehicles in the same hex with FedCom Force Mechs.