Sunday, October 26, 2014

Technical Guidelines & Weapon Systems Overview

Technical Guidelines

In the near future, we will be replacing the old Intramecha Tactica articles dealing with battlemech configurations with new material that reflects our strategic overview.  The upcoming series of articles (Technical Guidelines, as they will be called) will contain all the updated information needed to set up a 'mech chassis with the equipment we want to deploy in that role.  The entries will also talk about specific Gatekeeper 'mechs and the most standard uses for those chassis.

As the Technical Guidelines become available, we will be increasing our dependence on our strategies by going entirely "by the book" - in this case, the Gatekeepers Tactical Manual.  We'll be making sure everyone is familiar with these new guidelines by going over them during briefings on Friday and Saturday night.  These Technical Guidelines will be "living" articles as well, and will be updated as needed as time (and patches) march along.  However, they will always be available in the Tactical Manual.

Note that the old configuration articles are still available, and are still quite viable as instructional material.  However, the new guidelines will focus less on generalities and more on Gatekeeper specific builds and roles.  Those configuration guidelines are gleaned from Battletech itself, and ran through an "early-game" filter that contained ideas similar to our Strategic Revision, though not as expansive.


Weapons Systems Overview

In an effort to make things easier going forward, we're going to lay out specific weapon categories for our new role system.  This is a quick overview that does not go into individual chassis tactics for deploying these systems.  Instead, this is just a quick overview of the weapons available to the Inner Sphere in-game and where they apply now that we've in Strategic Revision.  Here they are broken down into new categories and matched to the applicable roles.

Main Weapon Systems
A main weapon is defined by its' optimum range.  Any weapon with a range of 450m or greater is a "main" weapon, even if you mount a dozen other systems.  It is categorized thus because of the importance of long range fire in several of our map strategies.  Battle Line 'mechs should mount at least one of these systems to qualify for that role, though Battle Line 'mechs will also carry a fair amount of Defensive or Ancillary weapons as well.  Direct Fire 'mechs will focus on weapons in this category with less emphasis on close range weapons.
  • Large Laser (450m)
  • ER Large Laser (450m)
  • PPC (540m)
  • ER PPC (810m)
  • Autocannon-2 (720m)
  • Autocannon-5 (620m)
  • Autocannon-10 (450m)
  • Ultra Autocannon-5 (600m)
  • Gauss Rifle (660m)
Defensive Weapon Systems
A defensive weapon is employed only at close range.  A weapon with a range of 200m to 450m is a defensive weapon system, called so even if it is your main offensive armament.  It is categorized thus because these weapons will most readily be used when repelling enemy attacks on our formations.  Close Support 'mechs should mount these weapons (and ancillaries) exclusively to maximize firepower within their range.
  • Medium Laser (270m)
  • Medium Pulse Laser (220m)
  • Large Pulse Laser (350m)
  • Autocannon-20 (270m)
  • All Short Range Missile Racks (270m)
Missile Artillery Systems
A missile artillery system is any LRM system capable of launching 15 or more missiles in a single volley.  This can be one weapon rack (LRM15) or multiples (LRM5 x3).  Less missiles in a single volley do not constitute a missile artillery system.  Missile Artillery 'mechs should devote most of the chassis' space to LRM systems and ammunition.  Bear in mind that you should carry ammunition that will last through the combat drop, so don't worry about maximizing missile tubes once you find a comfortable fit for your chassis.
  • All LRM Racks (1000m)
Ancillary Systems
Weapon systems that do not fall into another category (or whose applications are limited) are labeled ancillary weapon systems.  This includes LRM systems that don't qualify as Missile Artillery and a few other weapons whose optimum range is less than 200m.  Because of the drastic variance in optimum ranges, ancillary systems should only be utilized supporting another weapon system.
  • Small Laser (100m)
  • Small Pulse Laser (100m)
  • Flamer (90m)
  • Machine Gun (120m)
  • LB 10-X Autocannon (540m)
  • All LRM Racks (1000m)
Note that all weapon systems are represented here without any range upgrades.  Range upgrades should be ignored when considering weapon system categorization, i.e. range modules do not change weapon system categories, no matter what the end range is.  The reason for this is simple - not all pilots will have range modules, so we must rely on this basic information.

Hunter-Killers, Electronic Warfare Platforms and Interceptors are special cases and will be thoroughly discussed in the Technical Guidelines.  These 'mechs are more dependent on specific role, and so a mix of specific weapon systems are suggested dependent on weight class.  Stick to your guns, Gatekeepers!

Sunday, October 19, 2014

Patch Review: Temporary Match Maker Quaff

Stoneblade's video Patch Review for October 7th, 2014!


Rockin' right along!

Remember, Thursday nights are Stoneblades' RPG night!  Show up for some awesome gaming, and a little story for you to murder by!  We plan to host a new operation to generate some interest as well!

Also, the Command Staff will be on the warpath this week as the Zhong-Shao has begun to demand more combat drop discipline.  Don't take anything too hard - we're striving to be a competitive mil-sim roleplaying unit (a what?) and if this were the real Capellan military, I'm sure some canings would be on the board.  Everyone is working hard on their gunnery and positioning, and it's coming together quite nice.  However, more practice is needed and everyone (especially newly ordained Sao-Wei) need to be brought up to speed on company drop strategies.

Each Tactical Manual article that is published is to be followed to the letter, and officers are to be obeyed during combat without question...you know, like a real military unit.  Yes, there is a "wrong" way to play robot soldier pilot.  Abandon your normal playstyles from the public servers - the new company doctrine is sound, based on real world armor tactics and has done quite well for us the last two weeks.

CW is coming, and Davion is our target.  Everyone needs to understand all the elements of the new tactical overview, so what is not committed to the Tactical Manual yet needs to be conveyed and discussed prior to every drop.  Working together to disseminate this information prior to its' publication on the blog is going to get everyone on the same page and allay the fears of some members that we are not prepared, nor do we have a plan.

We are very experienced, but we need to abandon the "pub run" mindset.  You are no longer dropping alone into a random unit with limited communication and stunted synergies.  For those of you concerned, the current restrictions imposed on company level drops (such as 'mech selection) is not set in stone forever - just until the Command Staff is pleased with response discipline as execution of strategy.

Good Hunting, mechwarriors!  For the glory of the Great Wall and it's Gatekeepers!  None shall pass!

Saturday, October 18, 2014

Role Warfare Primer


When dealing with larger groups of armored units, it pays for a commander to group them into operational divisions to better provide fluidity of action during combat.  Utilizing a loosely ordered group as military units will generate irregular troops, at best.  Even with strictly disciplined soldiers, getting units into place and actions timed correctly takes a lot of practice, so it helps to define the order of action for each set of units ahead of time.

In addition to their weight class, both individual battlemechs and their lances will be assigned a role to fulfill during the battle.  The company composition your commander has chosen will dictate the range of lances available, and all pilots will be assigned to one of these lances.  The lance assignment will delineate what 'mech roles are required for that composition and the general tactics the unit will employ during combat, as well as where the lance is placed in the company formation.  This article updates Gatekeepers Battalion Role terminology to reflect the current set of 'mechs we are utilizing.

Note that Lance Roles closely mirror Battlemech Roles, but there are some major differences.  Not all Battlemech Roles directly correlate to a Lance Role.  The information that follows is a general overview of what our Tactical Revision leaves us with, provided here for ease of reference as we move forward.  Specific Technical Guidelines for Battlemech Roles will be covered in Intramecha Tactica, and a closer look at Lance (and Company) Compositions will be covered in Exomecha Tactica.

Battlemech Roles

Battle Line
Heavy or Assault battlemech that is equipped with both long and short range weapons to engage the enemy at any range.  These 'mechs need maximum or near maximum armor to take damage the significant punishment that will no doubt head their way, but speed is still a factor - Battle Line 'mechs need to move at least 60km.  Battle Line pilots, more than any other role, need to be skilled and disciplined, as these represent a significant portion of the company's drop capacity.

Close Support
A role given exclusively to Medium chassis, the Close Support 'mech carries an impressive amount of firepower for short range engagements.  This role is limited to Medium weight class for several reasons, notably because our heavier 'mechs should have a longer engagement range.  Close Supports can be added to certain lance compositions to act as escort for an Assault, but will normally be stationed in the Exploitation Echelon.

Hunter-Killer
Medium or Heavy battlemech armed and armored appropriately to destroy chassis one weight class lower effectively.  Mediums should focus on speed and weapons that have either a high rate of fire or an larger area of effect for tracking lights.  Heavies need armor and an assortment of weapons that can generate good damage without the weapon or its' ammunition being destroyed.

Direct Fire
Medium or Heavy battlemech focused on providing long range fire support from the Exploitation Echelon.  The Gauss Rifle is the premiere long-range Direct Fire armament, but other non-missile weapons with a range of at least 450m can fit the role quite well.  Direct Fire 'mechs can worry less about armor and speed and focus on weapon loadout and ammunition.

Missile Artillery
Heavy or Assault battlemech that mounts long-range missiles as the primary armament.  The number of missiles launched should be at least 20 total with all combined systems.  Sustained fire is required, so ammunition is a strong factor in configuration.

Interceptor
Light chassis battlemech that focuses on direct engagement with the enemy.  Often used to deter enemy Lights from disrupting our formations, Interceptor 'mechs will almost always be assigned to the Exploitation Echenlon and will be required to move around the map on command.  To that end, Interceptors need to move at least 120km to utilize their best defense (their speed) to its fullest.

Lance Roles

Battle Line
Consisting of a majority of Battle Line 'mechs, the Battle Line is the point of the Capellan sword. As the Attack Echelon's main unit, this lance will engage the enemy at all ranges.  The Battle Line will pin down and demand the attention of enemy units until the Exploitation Echelon is in position, at which point it will continue to press the march against the enemy.

Engagement
A lance that has no majority 'mech role, resulting in mixed weights or is composed mostly of Interceptor, Close Support or Hunter-Killer 'mechs is an Engagement Lance.  This is the default lance a 4-man lance will most often generate if left to their own devices.  Careful configuration of the lance is required.

Missile Artillery
Just as the name implies, a Missile Artillery Lance is composed in the main of Missile Artillery Units.  Though they can be very powerful, these lances need the support of the rest of the company to operate to their fullest capability.  A nearby Engagement or Direct Fire Lance can provide protection from enemies, especially lights.  More importantly, these units may carry NARC or TAG or similar equipment to help with targeting.

Direct Fire
Always a part of the Exploitation Echelon, a Direct Fire Lance will seek to bring down the enemy from behind the Attack Echelon's main push.  This lance hangs right behind the push and attacks targets bearing down on the Attack Echelon, but who are outside the Battle Line's fire solutions (such as in elevated positions).  When manned by expert gunners, a Direct Fire Lance can inflict serious punishment on the preoccupied enemy.  In so doing, they preserve the operational integrity of the Attack Echelon's Battle Line - allowing for more kill shots!

Putting It All Together

Currently, there are six (6) Battlemech Roles utilized by Gatekeeper Battalion.  There are four (4) Lance Roles utilized by Gatekeeper Battalion.  These roles are inspired by, but not directly analogous to counterparts in tabletop Battletech.  Instead, these represent real-world, modern armor operations doctrine blended lightly with that unmistakable House Liao flavor.

Some more terminology has changed for the Tactical Revision.  The doctrine pattern presented here will be used henceforth by Gatekeepers Battalion until further notice.  We have removed a number of the more specialized roles that came from Battletech, and merged others to get something we can use more ubiquitously.  What is presented here is a brief overview to state these designations and focus on our most common builds prior to introducing the more complex strategies.

Since we already have these builds and roles in place, this is essentially a trimming of the useless material and redesignation of some of the rest for ease of reference, learning and practicality.  Good Hunting, Gatekeepers!  None Shall Pass!

Tuesday, October 14, 2014

Weight Classes



The Gatekeepers Battalion uses a lot of terminology we have appropriated from a few different prominent sources.  Incorporating military documents (both real and imagined) within, our overall battalion strategy rests on our soldiers learning those terms.  We begin today with the most basic of terms relating to battlemechs:  weight class.

General Weight Class Information

In short, each 'mech belongs to a weight class - light, medium, heavy or assault.  The weight of a battlemech's chassis determines what role (mission / position) it will take on the battlefield in it's lance, and what lance it will be assigned to within the company formation.  Gatekeepers should understand how the individual 'mech weights are referred to, and where they are most commonly deployed.

A light battlemech weighs between 20-35 tons, and are generally the fastest and smallest 'mechs in the game.  This makes them harder to hit, but their low armor tonnage means they won't take many hits.  Generally, they won't have much room for weapons either, but their speed and maneuverability ensures they can work around larger 'mechs when properly deployed.  The role that defines Gatekeepers light 'mechs is Interceptor.

A medium battlemech weighs in at 40-55 tons.  These are some of the most versatile 'mechs in the game, being able to carry a good amount of armor, weapons and mount a respectable engine.  Medium 'mechs are generally the first position recommended for new players, but veterans can shine in a 'mech that can deal good damage, keep a low profile and move well enough to dodge incoming fire.  Gatekeepers medium 'mechs are assigned to Close Support, Direct Fire, Missile Artillery or Hunter-Killer roles.

A heavy battlemech is a massive machine at 60-75 tons.  These beasts can move fairly quickly, as well as mounting more weapons than a light or medium chassis.  A heavy 'mech should be piloted by a mechwarrior with a good skill at gunnery, as their weapons are their main strength despite their increased armor capacity.  Gatekeepers heavy 'mechs are assigned to the roles of Battle Line, Direct Fire, Hunter-Killer or Missile Artillery.

An assault battlemech is a behemoth war machine that weighs 80-100 tons.  An assault 'mech is the most valuable asset on the battlefield, able to focus a massive amount of firepower against the enemy.  Boasting more armor and firepower than any other chassis, the weakness of the assault 'mech is its low speed and maneuverability.  Assault 'mechs should be piloted by the most experienced mechwarriors participating in the drop to maximize their effectiveness.  Assault 'mechs in the Gatekeepers Battalion fulfill the role of Battle Line in almost all cases, with Missile Artillery reserved for certain company compositions.

Lance Composition by Weight Class

Now that we know the weight classes of battlemechs and what roles they are assigned to within the battalion, we'll now look at proper lance formation using the weight classes.  These are the most basic building blocks of our new modular strategies, so we will use these compositions throughout all our new standard lance compositions.  Gatekeepers should always use these lance compositions (starting with weight class) when making drops.

A standard lance consists of  2 light or heavy 'mechs and up to 1 of each other weight class.  This is a good grouping of battlemechs that has a wide range of options, depending on the role that it's been designated.  Typically this composition will be equipped for Battle Line, Engagement, Direct Fire or Missile Artillery duty.  The Gatekeepers seldom field this sort of lance, however, as we favor the more specialized variants below.

A light lance consists of 3-4 light battlemechs, with 0-1 'mech from any other weight class.  These lances are invariably composed of Interceptors, perhaps supported by an Electronic Warfare or Hunter-Killers.  The lance can sometimes are supported by a heavy or assault Battle Line, Direct Fire or Missile Artillery 'mech, creating an Engagement Lance.

A medium lance consists of 2-4 medium 'mechs, with 0-2 light 'mechs and/or 0-1 Heavy or Assault 'mech.  This unit can be configured for a variety of lance roles (except Battle Line or Missile Artillery) due to it's flexibility.  Entirely dependent on loadout and intent, these lances need to have a coordinated drill ready when they drop against our enemies.

Heavy lances consist of 3-4 heavy 'mechs, with 0-1 'mech from any other weight class.  These lances are always Battle Line, Direct Fire, Missile Artillery or Engagement lances.  Heavy lances should contain well-disciplined pilots, as it represents a massive amount of the total tonnage we are able to commit to action.

An assault lance consists of 2-4 assault 'mechs, with 0-2 'mechs from any other weight class.  These units are only utilized as Battle Line or Missile Artillery Lances and excel at both tasks.  These lances tend to be very slow, so when committing them to battle exercise extreme caution in deployment.  Even more so than heavy lances, assault lances need to contain the drops' best pilots so the investment in tonnage isn't under-utilized.

Putting It All Together

Weight class lance compositions are carried over to our unit from tabletop Battletech, and being one of the basic strategic concepts from that game they are quite suitable for Mechwarrior Online. You will frequently be tested by the Command Staff on using these compositions as they are listed here, as well as how they can be applied to the more complex compositions as you learn more of the battalion's strategic overview. Training and practice within the exact same parameters as your fellow Gatekeepers will build more synergy betwixt you and the other pilots in your lance and drop company.

Use of this model is imperative and required.  For officers, know that a drop must be configured from the top down.  The company composition must be decided first, and then the lance compositions can be determined from available pilots and 'mechs.  The chosen company composition will tell you what lances you need.  In non-competitive drops, weight class lance compositions are the absolute minimum order  of battle that an officer should be organizing, for every single drop.  Ensuring that every drop obeys (at the very least) these guidelines will disseminate the ideas throughout the ranks and lay the groundwork for the more complex strategies.

Friday, October 10, 2014

Strategic Revision

Greetings, Gatekeepers!

If you've been online in the last few weeks, you are no doubt aware the entire battalion is under revision.  We've changed a lot of things in preparation for the coming Community Warfare, but we're not done with everything.  If you thought our recent changes were going to be limited to reorder in the ranks and the TeamSpeak...well, no need to think we're going to be anything less than thorough.

Starting today, a new Tactical Manual will begin to  replace the current one.

A lot has changed since we started the Tactical Manual last year, and as we have sharpened our focus over the last few weeks it has become apparent that it is time for a radical change.  After speaking with the Command Staff and a few Sao-Wei at length, the new plan is in place.  Unfortunately, we cannot publish the entire Tactical Manual at once - the new setup will feature over 50 articles detailing everything you need to know about our new doctrines.

So what are those new doctrines, anyway?  What is it you can expect over the next few weeks?  Does this mean everything in the Tactica categories is defunct?

First of all, the old Tactica articles are still quite valid.  They represent general information we ported over from tabletop Battletech soon after we formed the unit.  However, we have found that such division isn't strictly necessary - all the terms used for unit designations can be quite confusing.  So while the old Tactica are still usable, they only represent extreme generalities.  After the Strategic Revision, we will build on those general description in order to present more defined units - the general builds the battalion will use in each position.  In addition, many of the terms used to define a 'mech's role on the battlefield will be ditched entirely in favor of a new, easy to learn system that's also easy to remember.

A more military-oriented structure will be used in group play from now on as well.  In addition to redefining our 'mechs and their place on the battlefield, we will be introducing a number of tactical compositions for lances.  This will enable us to create effective drop groups quickly.  More than that, however, are the layered strategic implements we will use to coordinate in combat.  These new terms fall into a few categories, each of which must be learned and practiced by the entire company.

We won't spend a great deal of time going over this new Strategic Organization in this article.  However, I'd like everyone to have a good idea of where we're going.  Over the next few weeks, the new Tactical Manual will explain all of this in-depth.

New Strategic Organization Components
  1. Technical Guidelines for Battlemech Weight Classes and Roles
    • New articles detailing 'mech roles the Gatekeepers Battalion utilizes.
  2. Lance Compositions and Formations
    • Lances will have set compositions depending on battlefield objective.  Lance Formations will be defined, complete with fire solutions.
  3. Company Compositions and Formations
    • Companies will have set compositions, as lances will.  Company Formations will be defined as well.
  4. Categories of Action
    • This term describes the type of offensive or defensive objective.  The Strategic Revision will include 3 categories for each type of action (Offense / Defense).
  5. Tactical Echeloning
    • This is a new name for a concept we already utilize:  the deployment of military units (“echelons”) in depth according to a plan of battle or operation.  For our purposes, units are considered to be echeloned when a given distance from one another according to company formation, mission and current Category of Action.  Several types of echelon strategy will be described.  Implementation of Tactical Echlons will be described in the Company Formations articles, however these can be assigned ad-hoc by the drop commander dependent on Company Composition.
  6. Maneuvers
    • This term describes a specific type of maneuver to be performed by a unit (i.e. Lance, Echelon or Company).  At the start, we will focus on only 3 maneuvers.
  7. Map / Mode Strategies
    • Though most of the other information from this revision will be accessible to the public, we will retain our current draconian policies regarding specific map / mode strategies.  However, general information will be emailed to all active-duty members toward the completion of the Strategic Revision.
In addition, we are changing how we play certain types of games.  In all cases, the primary tactical objective of any drop is to destroy the enemy fighting capacity - i.e. the enemy 'mechs.  Other objectives are secondary and will be addressed in the individual map strategy.

A new section will be added to the Tactical Manual to gather all the general company combat information in one spot - the Battalion Combat Primer.  All personnel will be required to review each article in this section and be able to correctly use the terminology presented therein.  It sounds hairy, but the officers will have it even rougher.

The Command Staff will all be learning how to implement these Organization Components and train our soldiers in the new battalion strategies.  In fact, a second whole new section will be added to codify how we do everything from organize small drops to coordinating an entire company in action.  The forthcoming Command Primer will be perusable by all personnel, but required reading for officers.

The reason for all this is to eliminate some problems we are having during company level drops.  There are too many issues to go over here, but rest assured this new Strategic Revision is aimed at granting us strength in the areas we do not yet possess it.  Our pilots are some of the best in MWO, but we still need to get into a "unit" mindset.  As we'll all be learning and practicing with the same material, synergy will build almost immediately.

We will try to present this information here on the site as quickly as possible.  The entire plan is already drafted...we're not making this up as we go along.  However, it will take time to complete the typing of the articles, not to mention the creation of graphics.  In order to avoid confusion, in the meantime we will continue to use our old strategies until each section of the revision is complete.  At that time, we will implement the new sections one at a time.

The Command Staff hopes that everyone appreciates, and is ready for, this shift in direction and attitude.  After asking around, it's become apparent that a more structured and controlled military experience is what our pilots want.  It's time to do it - and as Tuco says, "When you got to shoot, shoot...don't talk".

It's an exciting time to be a Gatekeeper.

Friday, October 3, 2014

Gatekeepers Battalion Ranks


Greetings, Gatekeepers!

The battalion's ranks continually wax, burgeoning with the threat of the impending Community Warfare.  A lot of things we have not yet committed to the Tactical Manual, so to help new Gatekeepers acclimate to our unit we're adding more material to this section.  One of the first things we need to discuss is the battalion's rank system, as this is one area new members will have a few questions about.

Each rank is explained in detail below.  The roleplay information is given alongside the battalion requirements for ease of reference.  Note, we only allow officers to pilot Gatekeeper 'mechs...no enlisted personnel admitted.  Thus, many lower ranks are irrelevant.

It should be noted that the Liao Cháng-Chéng is not formally a part of the C.C.A.F.  Our organization exists on the very Fringe of what is basically a collapsing nation.


Sao-Wei
Lieutenant


In the Gatekeepers battalion, the Lieutenant is the minimum accepted rank.  The rigors of life on the Fringe demand more from Capellan warriors fighting our most dire enemies.  It is here that the future of the Capellan Confederation will be decided, and it will not be left to mere recruits or aspirants.

Sao-Wei are our rank and file, brotherhood of equals.  The vast majority of mechwarriors that join us are of this rank.  Any mechwarrior sworn into the Gatekeepers not only obtains this rank, but the eternal brotherhood of the battalion.

To earn this rank, the applicant simply must drop with the Gatekeepers as per the Recruitment Process.  After being recognized, complete the Action Items for new Gatekeepers - it's a breeze.  When we have your battalion Nameplate up on the site, you're ready for action!



Sang-Wei
Captain


In the Gatekeepers battalion, Sang-Wei signifies a lance commander.  The Sang-Wei is a member of the Command Staff, and helps to coordinate groups.  The number of officer ranks bestowed depends entirely on the size of the active duty formation.  For each company, two Sang-Wei will be promoted to help coordinate the community.

Sang-Wei are endowed with certain TeamSpeak server privileges to aid in their tasks.  Namely, those are recruiting and greeting newcomers, organizing group play when no officer of a higher rank is online, and generally being on hand to help out.  Facebook is a must for any member of the Command Staff, as we use it to keep everyone coordinated in a more up-to-the-minute way than just using the site here.  Skill at MWO helps, but we are looking for social people who want to help build and support the community.



Sao-Shao
Major


In the Gatekeepers battalion, Sao-Shao are company commanders.  As a top member of the Command Staff, our Sao-Shao are the community planners and coordinators.  For each company in the active duty formation, one Sao-Shao will be appointed.

A Sao-Shao has all the duties of the Sang-Wei.  In addition, they are required learn and teach the material in the Tactical Manual.  More than coordinating small group drops, the Sao-Shao share in major decisions that affect the entire battalion.



Zhong-Shao
Lieutenant Colonel


In the Gatekeepers battalion, the Zhong-Shao is currently the executive officer rank.

The Zhong-Shao has all the duties of the Sang-Wei, in addition to many other administrative tasks.  All questions and comments may be directed to the Zhong-Shao.



We will retain this system until we have three battalions, at which point a Zhong-Shao will be appointed to each battalion.  At that point, the executive officer rank will become Sang-Shao (Colonel).  Going forward, who can tell how many warriors we will attract to defend the Fringe?

One more thing, concerning Battalion Command Adjutants (CA).  When an officer must step back from full duty for an extended period of time, instead of demotion, the mechwarrior will be designated Command Adjutant.  The former rank will be showing on the Nameplate and in TeamSpeak, and they should be accorded all respect their rank demands.

Command Adjutants are only expected to perform the duties of that rank when they are the only Command Staff present.  Active duty officers should be respectful of the Adjutants, but take command of the session if the Adjutant wishes to defer command.  If an Adjutant of a higher rank has taken command, consider the officer a normal member of the chain of command.

Officer positions are almost always available.  If you are interested in a position on the Command Staff, inquire at the nearest Sao-Shao or the Zhong-Shao.  We need motivated and enthusiastic personnel to help drive the Sword of Capella deep into the heart of our Davion enemies!