I don't think that making the Maxim a C3 variant is going to help us, given that we already have a 4-tank C3 net assembled in the other platoon.
Each Schiltron has a C3 master, which means that we have the potential to put all of our vehicles into one C3 net. Hell, my proposed battlemech lance from a few pages back is entirely C3 capable, so we could potentially get a company sized C3 net set up.
Also, the reason to make the Cavalier Squad carry infernos is because of what infernos do to Battle Armor. It's heinous; look it up.
That is pretty heinous, however I don't think it'll be super effective when they're only carrying a one tube SRM launcher.
So, I'd put our prospective TO&E about like this:
ARMOR ASSETS
1 Platoon, 1 Squad:
-Manteuffel Attack Tank C (Master)
-Manteuffel Attack Tank Prime (slave)
1 Platoon, 2 Squad:
-JES II Strategic Missile Carrier (slave)
-JES II Strategic Missile Carrier (slave)
Vehicle platoon 1 looks fine to me.
2 Platoon, 1 Squad:
-Schiltron Mobile Fire-Support Platform Prime
-Schiltron Mobile Fire-Support Platform Prime
OR
-Paladin Defense System (TRO 3145 Davion, BV 1624)
-Paladin Defense System
At 130 tons, I don't think Paladins fit onto our dropship.
2 Platoon, 2 Squad:
-Maxim (I) Heavy Hover Transport (Standard)
-Maxim (I) Heavy Hover Transport (Standard)
I personally would prefer one Maxim Heavy Hover Transport (C3S) and one Maxim (I) Heavy Hover Transport (Standard) as that allows us to put all of our heavy suits in transports while still giving us a fast C3 capable hovercraft, but if you don't think that's worth sacrificing the 8 tons of transport capability for, then I'm fine with taking two Maxim (I) Heavy Hover Transport (Standard)s. Basically, its your call, but I think the potential to expand our C3 net beyond platoon size is worth considering.
BATTLE ARMOR ASSETS
1 Platoon, 1 Squad:
-x4 Hauberk (LRM5)
1 Platoon, 2 Squad:
-x4 Hauberk (LRM5)
1 Platoon, 3 Squad:
-x4 Grenadier (HunterKiller)
1 Platoon, 4 Squad:
-x4 Grenadier (HunterKiller)
Battle Armor Platoon 1 looks good to me, however I'm still not sure which of the two Grenadier (Hunter-Killer) variants you want to take. Record Sheets 3075 contains both a Grenadier (Hunter-Killer) (SRM/Magshot) and a Grenadier (Hunter-Killer) (SRM/Narc).
2 Platoon, 1 Squad:
-x4 Cavalier (Flamer)
2 Platoon, 2 Squad:
-x4 Cavalier (Flamer)
2 Platoon, 3 Squad:
-x4 Infiltrator Mk II (Puma)
2 Platoon, 4 Squad:
-x4 Infiltrator Mk II (Magnetic)
In terms of parafoil equipped Infiltrators, I like the Infiltrator Mk II (Sensors) a lot more than the Infiltrator Mk II "Puma". I think a machine gun and improved sensors are more useful than just a magshot.
AREOSPACE ASSETS
A Squadron, 1 Flight:
-Dagger Prime (keep the option to swap these into Dagger Cs open)
-Dagger Prime
A Squadron, 2 Flight:
-STU-K10 Stuka
-STU-K10 Stuka
OR
-CHP-W7 Chippewa
-CHP-W7 Chippewa
If this helps your decision any, according to the MUL, the Stuka STU-K10 has an availability rating of "extinct" for the Republic Era. The Stuka STU-K5 is available though.
Conclusions:
1) We need to make a decision ASAP on whether we're using Stukas or Chippewas.
2) We need a ruling on legality of the Paladin (it's strictly better than the Schiltron with 2 Long Tom tubes)
3) Can we all agree to put everything else EXCEPT points #1 and #2 to bed?
1. I'm concerned about Chippewas getting shot down too easily if we take them, but I can count on one hand the number of times I've played Aerotech, so I'll support whatever decision you make. The Vulcan VLC-8N has two large pulse lasers, two light gauss rifles, and is decently armored, so it might be worth considering as well.
2. It requires a super heavy vehicle bay and we only have heavy vehicle bays, so I don't think it'll fit on the dropship, but if Travis lets us get away with it, then I'm all for taking them.