Since LT Breishacher (Crusher) doesn't have a Strategy skill at all, tactical command of the battle will fall to LT Brightsword (Bright), with Breisacher as his 2iC. Both of them have the same Tactics scores (+3), and Brightsword is in a Mech with a Command Mech Quirk, so we'll have a +4 modifier that'll offset the +4 bonus we already know that the FWL Wolverine -7H driver has.
Since Fairchild has a Strategy Rating of +4, we can have up to 4 Lances on this mission, and I'm going to STRONGLY RECOMMEND we use all 4 lances. Additonally, as the Unit CO, I'm mandating that we get air support with a heavy bomb load, irrespective of how well-repaired Stingray 1 might be. On the bright side, when I plug air support into the scenario, it doesn't automatically generate an airborne OPFOR into the OPFOR listing, so there's a chance (a CHANCE) that we won't see enemy aerospace.
The Lances we should be considering for this mission are as follows (look at pg 22 of the rules PDF for reinforment times; ppl are still using the old values):
Dancer (Turn 6) - full combat readiness
Ice (Turn (Turn 5) - 4 armor damage to Griffin's arm and half ammo load in the LRM10
Reaper (Turn 3) - missing SGT Edmonson's custom Enforcer (downchecked due to combat damage)
Fairchild (Turn 4) - 1 armor damage on Rifleman's CT, and 2 IS damage in Marauder's CT. SGT Andrews (Vindicator) has 1 pilot hit.
Kong Lance is short at least one (possibly two) units; Dunedain is just combat-ineffective in general right now, and Bright and Crusher on already on-mission. I'll edit in the aerospace status once I do the rolls right after I post this
Aero lance is a go: see Fairchild Warehouse thread. There's 3 extant points of armor damage on the left wing. Everything else is fine. Rush jobs are possible with Elite Techs.
Oh, plus we get a Griffin liaison who isn't completely incompetent. Ya'll have been lucking out with the Allied Skill Rolls given that ally units are Green-rated (which puts a very strong bias, but not a guarantee, toward crap skills; the worst Green Ally I've ever seen was a 7/7).
REROLLS
Where do people want to put rerolls here? As per TacOps pg59, Light Rain only has an effect on conventional infantry units, of which there are none in this scenario (unless we want to deploy our own infantry platoon for some reason). As such, we can affect the battlefield size and/or terrain types (either rerolling inside the "Heavy Urban" charts, or rerolling "Heavy Urban" entirely). Having a big urban battlefield can help because it makes it possible to isolate enemy units and destroy them in detail, and remember we only have to kill 8 units to claim a victory, but it also renders us vulnerable to same, and it can help them to a certain extent with their force mix; they can do a credible LRM Indirect Fire volley and they have lots of 20-tonners to go jump on light buildings and spot for IDF. They also have some very nasty city-fighting brawlers (Hunchback, Hetzers...Laser Hetzers are 4 MLs and +1 tons of armor).
OPFOR FORCE ORG
For what it's worth, I actually put in small separations between the OPFOR groups. The Wolvering -7H and the Firestarter are a command group, the WHM/ON1/ARC/CRD are a lance, there's a medium lance of HER/WVR/WVR/PHX, and then there's a "trainee" group of the bugs with an UrbanMech and a Hunchback to ride herd on them.
Also, what's up with the Wolf's Dragoons exclusive Archer? Technically I know that it could have been salvaged from Anton's Revolt (~3015, IIRC), but damn. First the Falcon, now an Archer.