Tuesday, January 6, 2015

Technical Guidelines: Direct Fire


The Role of Direct Fire Support

Direct Fire Support has been one of the Gatekeeper's key units from almost the outset.  Dedicated to bringing serious damage and suppressive fire to the battleground, the Direct Fire 'mech pilot must be able to recognize vantage points and position his machine where it can do the most good for the battle plan.  Often comprising a portion of the Exploitation Echelon or Maneuver Group, a Direct Fire 'mech can scan the horizon for approaching enemies and keep them from maneuvering where they would get a better attack vector on the Attack Echelon.

When working within a lance formation such as Battle Line or Engagement, a Direct Fire 'mech is kept near the rear of the formation to protect it from contact fire.  In this manner, as long as the Direct Fire unit is kept away from the main engagement and relatively safe from enemy fire, these pilots will be able to rack up some serious damage scores as they are allowed to hammer away at the opponent.  However, the specialist nature of these chassis means that a few design guidelines are required to make sure that pilots assigned to this role are able to fulfill the Drop Commander's orders easily.
  • Any Medium or Heavy chassis can be outfitted as a Direct Fire Support 'mech.
  • The principle design should revolve around a Main Weapon System that's not a missile system.
  • Armor and Speed are secondary concerns and can be sacrificed to accommodate the main systems and support for that system.
  • Support systems (especially Defensive Weapons in many cases) are critical to the design.
Direct Fire Support 'mechs always mount long range energy and ballistic weapons.  For this reason, they are sometimes called "snipers".  Large lasers, PPC's, Gauss Rifles and the smaller autocannons are the favored tools of this design.  As with all builds, if Quirks or Modules take your expressed range (the one displayed on the HUD) to 450m or higher, your weapon qualifies as a Main Weapon.  Ancillary Systems are not accepted without a 450m expressed range.

Frequently mounting double heatsinks to help with the heat generated by long range energy weapons, Direct Fire 'mechs tend to have more defensive weapons as well.  C.A.S.E. will find its' way into most ammunition-based builds, since Direct Fire 'mechs tend to lean heavily on ammo reserves.

In some group compositions, Direct Fire 'mechs will also often benefit from Interceptor, Close Support and Hunter-Killer Escorts being assigned to them, especially in smaller Drop Groups.  However, the pilot shouldn't always count on this support and make sure that his 'mech is entirely vulnerable to close-quarters assault.  In most cases, regular lance / echelon support will suffice as long as the Fire Support 'mech maintains his position and reacts to orders to reposition in a timely manner.

Direct Fire Support 'mechs deal most of the damage, most of the time.  That's what they are designed for.  Ideally, your team-mates will protect you with the 'mechs in the main thrust while you in turn support the Battle Line with debilitating suppressive fire.  However, this role takes some patience to do well at.  The pilot must sometimes sit in one area covering another grid with his guns.  Likewise, response time can be even more critical to Direct Fire 'mechs, since they are frequently lighter on the armor than many other builds.

Saturday, December 27, 2014

Purvo Canyon Intercept

Today's tale of the Gatekeepers comes from our own gunshow84.  A more - provocative - tale than we normally run, be warned that this piece is rated PG-13 for Strong Language and Sexual Situations.  In any case, the story is great!  We hope you enjoy this blood-soaked story of camaraderie and cavalier attitudes toward human mortality.

Startled from my slumber at 5 a.m., I roll out of bed naked;  my body still glistening from the oils in the dimly lit room.  I had just received an alert, a Warning Order from Zhong-Shao Zvolimir.   It was non-descript, only directing me to be in the briefing room promptly at 5:30.  I look back at the four undressed women under the bed sheet and think to myself, “I hope one of them has the sense to have a sammich ready for when I get back.”  Brushing the bras and panties off the countertop, I grudgingly get ready for whatever the day holds.

“Come back to bed, Gunshow, please?” one of the half-awake harlots moans.

“Not right now, sugar, daddy’s got work to do.”

I step into the briefing room only 2 minutes late, but it looks like the meeting has already begun.  The only light in this darkened chamber is from the map projection, though that’s still enough to see the eyes looking back on me.  Zvolimir and Sao-Shao Stoneblade are standing in the front next to the projection.  In the first row of seats, I make out Sao-Wei Sphener.  I take my position in the back most row.  Zvolimir continues with the brief.

“We talked to the deuce (Intel); they said there is a possibility that some Davions would able to sneak in on the tails of some space debris that passed through the system two days ago.  Shortly after the debris passed, we received the first seismic ping.  When you take that into account, the chance of it being something hostile is too great to ignore.

“Keep in mind, we’re not 100% certain what we’re dealing with here, you know how twitchy the seismic sensors can be, but the magnetic ground sensors don’t lie.  They logged three unidentified vehicles moving at approximately 75kph into a canyon network.  The canyon’s primary exit dumps them right into the direction of Vientiane’s industrial corner.  For all we know, these could be backpackers coming home from some hippy camping trip, but you two are going to head out there and get eyes on what comes out of that canyon.”

The map projection abruptly swivels around and zooms onto a point of terrain, halfway between the last known sensor readings and Vientiane.

“This is where you’re going to confront and identify whatever is out there, boys.”

“I’m a man.”  I whisper to Sphener.

“You keep telling yourself that.”  He looks back and quietly replies.

“Oh, well why don’t you meet me by the flagpole so I can whoop your…”

“Shutup and listen to the brief, Gunshow.”  Zvolimir snaps before continuing on.

“Stoneblade will be the 6 (commander) for this mission.”

With that, the Sao-Shao takes over the brief.

“Alright guys.  We’re going to assume the worst case scenario.  Don’t leave anything to chance, so carry your full combat load out there.  Gunshow, you’re going to step off in Sprinkles, your awesome Awesome.”

I slowly nod my head in deep approval.

“Sphener, you’ll support him in your Catapult, for whatever that’s worth.”

“Oh, very well then.”  Sphener dejectedly replies.

“For support, medevac will be on standby out of Vientiane, and they’re looking at a 20 minute flight to the canyon."  Stoneblade continues, "Their call sign will be Angel.  IDF support is will also be on call, their call sign is Hammer.  Keep in mind, the canyon is at the far limits of their effective range, so anything called in will have a substantial amount of air time.  The QRF (quick reaction force) will not be in distance to save you guys if something goes wrong.  If you fail, they’re going to be the primary defense for Vientiane.

“For any mechanical failures en route to the destination, the course of action will be….”

As he goes through the mandatory and more mundane details of the op, my mind wanders, thinking about the girls left behind in bed.

“It’s a three hour walk to your destination, so make sure you bring a sack lunch to tide you over.  I don’t want either of you to get the hunger-grumps halfway through the op.”  Stoneblade glances us over before giving us the 'go' sign.

“Alright, get to your 'mechs.  You cross the LOD (line of departure) in 45.”

I step into my 'mech bay and look up at the towering green, black and grey behemoth, Sprinkles.  From her large stompy feet, to the perky PPC’s projecting from her ample bosom, I can’t help but admire the intimidating nature of the beast.  I salvaged her years ago, and she’s treated her new master well.



I mount the ladder and ascend into the cockpit.  As I strap myself in, I notice a half-eaten cupcake on the left of my dashboard.  Even though I know it’s two weeks old, I hold out hope that it’s still good.
I flip the red switch and everything comes alive with beeping, buzzing and talking.  Each time I hear, “weapon systems online”, my juices start to flow.

“Gunshow, 6.”

“Go for 6.” comes the curt reply from the Command Tower.

“All systems online and nominal, break - I request permission to depart friendly lines, over.”

“6, Gunshow, permission granted.”

I slowly push the throttle forward, and look out to the bay mechanics beneath me to see them saluting, celebrating and cheering in utter jubilation as I depart.  Only a few of them were giving me the middle finger as I departed.  I cross the threshold of the large doors where I see Sphener and his petite Catapult waiting for me.

“This mission is just another chance for him to ride on the coat tails of my glory”, I think to myself.
In reflective silence, we begin our journey to the canyon.

“Gunshow, Stoneblade.”  I call back to Command.

“Send your traffic, Gunshow.”  Stoneblade's voice returns, crackling through the comms-line.

“Sphener and Gunshow are on station, break, we are opening a bag of potato chips to camp and wait. How copy, over.”

“I read that Gunshow.  Enjoy the chips.  Over and out.”

I turn to my partner and gently antagonize him.  “Sphener, you take position behind a rock, where you belong, about 300 meters to my right.  Just cover my back.”

“Don’t worry, Guns, I won’t let you down.”

“Whatever.”

Almost a half hour passes and I suddenly hear a random, solitary beep.  The quick noise, although soft in tone, may as well have been an explosion in the cockpit.

“You see that on seismic, Sphener?”

“What?  I was asleep, Gunshow.  What happened?”

“I got a contact.  Look alive!”

Beep….beep….beep, beep, beep.

“Three contacts.  Radio Stone, let him know the situation.”

“Roger, Gun.”

The multiple objects beeping suddenly pause before coming into the open.  Then there is one beep, slowly moving toward the entrance.  As it nears, my radar and sensors go crazy.

“Sphener, they have ECM.  I’m being jammed, you got anything?”

No reply.  The sensors must be jamming both sensors and comms.  I keep an eye on the entrance, remaining perfectly still.

Out peeks a lone Raven, clearly marked in Davion red, white and blue.  It is investigating the exit to make sure all is clear.  All is not clear, for them.

Before the Raven even realizes that he’s stepping into an ambush, I let my four medium pulse lasers burn into his torso.  He quickly panics, firing a blue beam of large laser fire in my general direction as he pulls back into the canyon.  Half of the beam ends up torching the canyon in front of him as he makes his retreat.  Undisciplined amateur.

Expecting his posse to come running through the same exit, I was momentarily startled by the sight of a Cataphract and Trebuchet jumping out of the canyon, barely 300 meters in front of me.  As soon as they crest the ridge, I am under fire.

Under the searing barrage of medium lasers, I can also feel AC-5’s impacting across my Sprinkles; I let the enemy Cataphract get a taste of my bosoms.  My dual PPC’s blast right into the front of the Cataphract, and follows that with a rapid burst of pulse laser fire.

The show of power had shaken the Davion pilot and he steers away from me, right into the guns of Sphener.  His UAC-5’s repeatedly smash into their target, and from the corner of my eye I see the unmistakable sight of a Cataphract’s right arm flying through the air as it’s sheared off by the Sphener’s unrelenting fire.  Meanwhile, I still have a 50 ton nuisance barraging me with SRM’s and laser burns.

The pilot is clearly more experienced.  He’s holding his fire until he has my weakest points in sight. I'm having trouble getting the nimble bastard in my reticle, so I put Sprinkles in full reverse and pull hard to the right.  After just a few moments, the Trebuchet glides into my HUD and I begin to chain fire a steady stream of pulsing lasers at him.  Under pressure from my sustained retaliation, I finally force the enemy to turn and pull away from me.

My poor Sprinkles has sustained heavy damage to everything left of center.  The good news is that everything right of center, where the majority of my firepower lies, is still in great shape.  Before I can even finish my damage assessment, I see the Trebuchet has turned back for another dance.  He's making sure to protect his damaged pieces.  This time he also brought his little buddy, the already laser-scarred Raven.

I take a crushing volley of SRM fire from the enemy pilots.  I hear an explosion, my power systems and lights flicker.

“Shit's getting real...” I think to myself.  When the damage display returns, I see they finally took that entire torso, and a PPC with it.

I recover, look up, and see an opportunity.  The Raven pilot has made an egregious error.  He peeled off in the wrong direction and put his back armor right in front of me.  With all my remaining weapons, I fire.


The lasers beat the PPC to the target, paving the way for the heavy hitting energy projectile.

The enemy is sheared right down the middle.  Components and Davion kibble are projected in all direction as the remaining larger chunks scatter forward with what momentum the Raven had.  With comms back up, I radio to my partner.

“Blasted Sphener, where are you!?”

“I’m on my way, Guns!  The Cataphract didn’t want to go down.”

The Trebuchet and I, like two exhausted boxers, begin to trade blows.  Each of us hopes that the next hit will be the crippling strike.  I fire my PPC, and though I'm too close for physical damage I am hoping to disrupt his electronic systems.  Missing the Trebuchet, my projectile manages to strike Sphener’s left weapons’s pod, causing it to explode like a piƱata.

Meh.  Oh well.

Sphener, now about 400 meters away, opens fire with what little inadequate UAC-5 rounds he has remaining in his magazine.  The veteran Davion’s concentration is broken by the inaccurate ballistic fire.  He hesitates.

I level my three remaining pulse lasers right at his center torso and fire.  Having no armor left to protect his guts, the strings for this puppet are clipped.  His shattered 'mech collapses beneath him.

“How ya looking, Sphener?”

“I guess I’ve been better, no thanks to you.”

Then I see a glint, the movement of glass and metal at the cockpit of the Trebuchet.  The pilot has survived.

“Great!”  Sphener exclaims, “A prisoner!  I’ll call for an Angel flight to pick him up!”

I remain silent.

“I’m sure we’ll get some great intel off of him.”


Sprinkles and I look down at the pathetic Davion.  I swear he looks back at me, right into my eyes.  He knows what is coming.  I lift Sprinkle’s leg high, and her foot comes crashing down onto the scum.

“NOOOO, Gunshow!  We could’ve learned about their future plans!”  Sphener is truly concerned.

“He had…tickets.” I grumble.

Satisfied, I grab my cupcake and take a full, celebratory bite from it.  I then set it gently back onto the dashboard.  With a crumbs spilling from my mouth, I radio back to the COC (Command Operations Center).

“Stoneblade, this is Gunshow.  Send for cleanup.  Our work here is done, and we’re coming home.”

Monday, December 22, 2014

Patch Review: December, 2014


Stoneblade's doing a great job as Patch Reviewer!

Head over to his channel and make sure you catch up on all the sweet updates that hit this month.

Subscribe and get the updates as soon as they are published!

Friday, December 19, 2014

Standard Lance Compositions: Battle Line

Today we examine the elements for the Battle Line doctrine, and show (briefly) how the evolution of the strategic components is organized.  Our plan is far reaching and very comprehensive, but this requires actual learning - which takes time.  And as you know, Gatekeepers...we brought books for you to read!

Battalion doctrine is a multi-layered and complicated thing, rooted as it is in the real-world application of military force (mostly concerning armored units, natch).  Most of the strategic components have been or will be given overview primers to prepare the battalion for more specialized training in that particular component.  However, things must be learned and assimilated at a rate that is feasible.

Not that you aren't quick on the pick-up, Gatekeepers.

We train, practice, drill and review.  We are active every day, though we relax a little on Sunday & Monday (U.S.)  We plan all strategies meticulously, and the rate / order which we are introducing the more complex elements of the unit revision is quite calculated.  We have a winning plan - vision, objectives, strategy and the determination to see it come about.

All this means is this - expect more.  It's mostly already been discussed and decided, by men long dead and far greater than we.  We will coordinate our unit as a military unit would - albeit one on the Capellan Fringe during the darkest time of the Confederation.

As we incorporate one element of the doctrine, we make way for the advanced permutations of that element.  The components of our doctrine will all be eventually discussed in their own section.  As we train, these skills and focuses build on each other in ways that have been long calculated, but may not yet have borne fruit for some pilots who don't have a sense of the larger picture.  If you ever wondered why we did something a certain way and not another, this is probably why.  It's likely it's the basis for a more complex element that has yet to be implemented by the battalion.

It would be hard for anyone to argue that our general restrictions (especially the Gatekeepers Favored Battlemechs) have not been instrumental in turning the unit into the highly disciplined and experienced force we have become.  The unit restrictions on drops have been anything but a detriment, as the glory we have earned in the past few months can attest to.  So, every component we add sharpens our focus.  When these things become second nature, we begin the advanced tactical applications.

The future holds some exciting prospects as these elements come into play.  The astute student of war will note that there is a pattern of component progression.  You can apply this to many other similar components across the entire revision.

As an example, let us look at the integration of the first components and how they have progressed into the Tactica.  Since this is the first of the new revision units, the Battle Line strategic components will illustrate nicely.

Strategic Component Evolution
  1. Strategic Revision Overview
  2. Weight Class Overview
  3. Technical Guidelines & Weapon Systems Overview
  4. Role Warfare Primer
  5. Battalion Lance Composition Overview
    • Exomecha Tactica:  Battle Line Lance Compositions (that's this one.)
Lance Composition is not where the complexity ends, I'm afraid.  We'll save Maneuver Group and Company Composition tactica for later, when we get all the basic components implemented and drilled.  There will be a primer on Company Composition, then specific compositions will be explored in their own section.  Now that we've seen (almost) a full progression in a strategic component, let's get on with the Tactica itself.

The purpose of the Battle Line 'mech is to be at the forefront of an engagement.  Imagine actual Line Troops in combat, and you'll get the idea.  With their heavy armor and long-range capabilities they are key to many of the tactics we employ, especially for larger unit deployment.  The first formations and compositions we will be training place particular emphasis on the Battle Line.

When composing a lance, the Drop Commander needs to pay attention to the builds of each pilot.  We know, for the most part, where we are supposed to be and when within the standard company strategies.  However, make sure you're obeying the weight class limitations for your build.  There is a reason we don't take Assault Close Support.  Let's not conflate 'mech configuration and lance / unit composition.

Under our Role Warfare plan, Heavy and Assault 'mechs can't choose just any role and call it good.  These battlemechs are precious things, worth far more than our dastardly lives.  The Confederation is hard pressed for resources, so we do not deploy these units without careful consideration.  If the Technical Guidelines for your role have not yet been published, they soon will be.  Most information regarding builds not yet covered in the Tactica can be found throughout the Tactical Manual already, but a clearer and more focused case will be made on each build individually.

Heavy 'mechs can be configured for Battle Line, Direct Fire, Missile Artillery or Hunter-Killer.  Heavies cannot be Interceptors because their frame and maneuverability are not conducive to those missions.  Heavies are not deployed as Close Support because we feel that such short range mitigates the advantages of the tonnage.

Assault 'mechs can be configured as Battle Line, Direct Fire or Missile Artillery.  Assaults are not deployed as Interceptors, Electronic Warfare or Close Support for the same reasons as heavies, although Assaults are even more limited in their maneuverability.  This further limits their use as Hunter-Killers, so you don't see Assault HK's.

With configuration of the individual 'mechs out of the way, you can put together your lance.  Follow the Lance Configuration guide, and learn how to name and call your unit.  A lance is referred to by it's weight class and it's role.  Once everyone learns the roles and lance designations, forming a powerful unit built on synergy will be a snap.

Just remember:  The battlemech role names designate how it's configured.  When composing a lance, even though some of the names are the same, each battlemech role does not necessarily have a direct analog in our lance roles.  For instance, there are no Close Support, Hunter-Killer or Interceptor lances.  These are supporting roles who are better utilized throughout the formation.

The lance is the most basic unit any military can field in 3049.  It is the foundation upon which Inner Sphere tactics, including the teachings our doctrines are based upon.  Echelons are organized from lances, but the combat group should be build on lances.  Echelons will come into more and varied use when we begin to train company compositions.  For now, Drop Commanders should be focusing on utilizing lances.  By focusing on the lance types being discussed during our training schedule, we'll integrate it all very smoothly.  You can tell which roles / lances are being drilled by checking out the Tactical Manual for (new!) tags, or checking the Operations section to see what's being drilled during the week.

Remember, weight designations are based on the predominant weight class of battlemechs assigned to the lance.  Light and Heavy lances require 3 in their weight class, and can be supported by 'mech from another weight class.  Medium and Assaults only require at least 2 'mechs in their weight class, and can supported by up to two others from other weight classes.

When in doubt, the Assault chassis always take precedence on lance designation.  For example, an lance with 2 Assaults and 2 Mediums is an Assault Lance.  If you find your lance composition does not conform to the above, make adjustments to fall within the guidelines.  For instance, a lance with 2 Heavies and 2 Lights should be avoided, but a lance with 3 Heavies and a light (or 3 lights and a heavy) would be the predominant weight class.

Now let us examine some examples of Battle Line compositions that we have utilized in the battalion.  Command will leave observations, and all Gatekeepers are invited to comment on the Gatekeeper's Facebook or in the comments thread here.

Note:  References to Electronic Warfare 'mechs indicate the inclusion of appropriate chassis.

Heavy Battle Line Lances
  • 3 Battle Line, 1 Electronic Warfare
    • Gatekeepers Main Combat Unit.
  • 3 Battle Line, 1 Missile Artillery
    • High Profile unit with Missile Artillery providing maneuver firepower for the advancing Battle Line.
  • 3 Battle Line, 1 Direct Fire, Close Support or Hunter-Killer
    • Main unit with supporting element.  Close Supports and Hunter-Killers can be Escort specialists.
  • 3 Battle Line, 1 Interceptor
    • Main unit with Interceptor to get eyes-on.  Interceptor may be Jammer or Spotter specialist.
Gatekeepers Main Combat Unit.
  • 2 Battle Line, 1 Direct Fire, 1 Electronic Warfare
    • Lower profile unit and suppression fire support.
  • 2 Battle Line, 1 Missile Artillery, 1 Interceptor
    • High profile unit with Missile Support.  Interceptor is usually a Spotter specialist.
  • 2 Battle Line, 2 Direct Fire or Hunter-Killer
    • Lower profile unit with supporting element.  Hunter-Killers can be Escort specialists.
  • 2 Battle Line, 1 Interceptor, 1 Missile Artillery.
    • Very nasty strongpoint unit.  Interceptors put eyes-on and disrupt enemy formations, staying within 1000m of the Battle Line.
Gatekeepers Main Combat Unit with Spotter specialist.
Assault Battle Line Lances
  • 3 Battle Line, 1 Electronic Warfare
    • Gatekeepers main combat unit.
  • 3 Battle Line, 1 Direct Fire or Missile Artillery
    • Main unit with long range supporting element.  
  • 3 Battle Line, 1 Close Support or Hunter-Killer
    • Main unit with close range supporting element.  Support unit may be Escort specialist.
  • 3 Battle Line, 1 Interceptor
    • Main unit with Interceptor to get eyes-on.  Interceptor may be Spotter specialist.
Gatekeepers Main Combat Unit with Jammer specialist
  • 2 Battle Line, 1 Hunter-Killer, 1 Electronic Warfare
    • Main unit with defensive support elements.  
  • 2 Battle Line, 2 Close Support or Direct Fire
    • Main unit with supporting element.  Close Supports and Hunter-Killers can be Escort specialists. 
  • 2 Battle Line, 1 Interceptor or Electronic Warfare, 1 Missile Support
    • Main unit with Missile Support.  Interceptor is usually a Spotter specialist.
  • 2 Battle Line, 2 Interceptor or Hunter-Killer
    • Main unit with specialized support.  Interceptors put eyes-on and disrupt enemy formations, staying within 1000m of the Battle Line.  Hunter-Killers provide strong flank support in pairs.
Gatekeepers Main Unit with attack support.
Notice that these lances all seem to prefer an Electronic Warfare support element.  ECM coverage is an issue when a large maneuver group attempts to execute a strategy.  In all cases, an Electronic Warfare unit can be assigned to Jammer specialist duty.  It's one of the core builds for our most well-practiced strategy to carry 1 Electronic Warfare per lance at the company level.  So if Electronic Warfare builds are preferred in most cases, when is ECM not a concern?

If there are five or less Gatekeepers in the drop group, the Drop Commander can elect to forego Electronic Warfare units in favor of another composition.  However, if there are six or more Gatekeepers in the drop group, then Electronic Warfare support is required.  One Electronic Warfare unit per lance is sufficient.  Three Electronic Warfare units is preferable only at twelve men.

The unit compositions presented here are the ones we generally use, but by no means is this a comprehensive list of the possibilities.  Variance in 'mech chassis and armament can change a unit's engagement tactics on a fundamental level, allowing for a wide variety of implementation techniques and interesting compositions.  If you have an idea for a specific Battle Line composition, make sure to let us know!  You can elect to do this in any of the exciting internet methods previously outlined.  Tell us your 'mech configurations, lance compositions and engagement tactics and who knows - we may put your ideas into the doctrine.  After that...you could be well on your way to the Command Tower, where the strategy sessions occur.

Good hunting, Gatekeepers.

Thursday, December 18, 2014

Community Warfare: Opening Salvos


We've been waiting for this show for a long time, Gatekeepers.  Community Warfare is finally here.  One week into the action (give or take), we wanted to take a moment and update everyone on what is going on with the unit now that the battle has been joined against our hated Davion foes.

What we learned during this time was impressive.  All attacks as we defended were brutalized, even if they managed to get the generator on the fourth wave.  In attacking, intelligence was gathered and processed to create a 2nd wave win strategy for our battalion.  The training, drills and emergent synergies within the unit paid off - we were not bothered by drop deck limitations at all.

However, none of that matters.  As predicted, they have changed this tomfoolery.  Now, we'll settle in to formulate real strategies for attack and defense.

We are going to have to adopt a unit combat protocol to make the most of our time.  Gatekeepers are to drop in the public servers, doing normal practice, until 2 full lances are ready to drop into the CW queue.  This allows us to keep the majority of the players within our command, and makes for quicker drops as well.

For your dropship arrangements:  If you're using Gatekeepers favored 'mechs with the Role Warfare strategies Weapon Systems guidelines, you're exactly where you need to be.  It's favorable if you have one slot for Electronic Warfare, and one slot for a Battle Line - but this is not strictly necessary.  It is preferable though, as it will allow us to drop back into the match filling gaps in the unit composition as necessary.  Gatekeepers Command Staff are still exploring the possibilities of this feature.

Once again, intelligence was gathered in record time, and the Command Tower put it to direct use.  We were ready for this, Gatekeepers.  More than that...our numbers are growing!  We need more Command Staff, and there is a lot of room in the Command Tower for anyone who feels up to the task.  We need Sang-Wei to help guide our Liao allies, and we need that coverage over all time zones.  For the truly worthy, there are empty Sao-Shao positions in the battalion.

Excellent fighting during these opening salvos, Gatekeepers.  May the FedRats never find peace.  Good Hunting!

Tuesday, December 9, 2014

Battalion Lance Compositions

Battlemech configurations are very important for role warfare.  Gatekeepers Battalion restricts the use of chassis and weapon systems in order to further our role warfare philosophy.  By assigning a loose guide with a few key points to each role and weight class, the battalion assures the needs of each combat formation will be met.  

Our battalion's strategic doctrine revolves around the idea of role warfare, and thus far we have only examined in depth one of the three tiers of composition:  the battlemech itself.  However, the combat group is more than the sum of it's parts.  The other two tiers are the lance (composed of 4 battlemechs) and the company (3 lances).  This article will detail how lances are developed and arranged from these basic battlemech roles, a quick primer for which is here.

It's true that some units may have you believe otherwise, but our philosophy notes that a successful unit must work together from the very beginning to bring out the synergies in each of it's formations.  Since we created the Favored 'Mech list and began to exclusively use those chassis, our performance as a unit has grown with every passing practice.  Now, we must begin to use those synergies with the wider unit in mind. 

As a battalion, we have so far focused almost exclusively on the role of individual 'mechs.  When building a lance, we must consider what is required to perform the chosen strategy and use the composition guidelines to create a unit that is as heavy as possible on synergies.  When composing a lance within a larger maneuver group, we must also look at the other lances within the group to create a composition that capitalizes on the synergies we have developed.  

Mechwarriors are assigned to individual roles within a drop group, as chosen by himself (with his battlemech configurations) and approved / finalized by the Drop Commander depending on the size of the drop and the 'mechs and pilots available.  In this article, we are only examining each type of lance cursorily.  Additional, more detailed lance composition notes will follow in Exomecha Tactica.  For now, you need only familiarize yourself with the basic concepts we will be using to compose our combat lances.

A lance composition is based primarily on two things:  the lance weight, and it's designated role.  The Role Warfare Primer notes which 'mech weight classes are permissible to Gatekeepers who select that duty.  Certain weight classes are barred from being arranged into some lance types due to battalion doctrine's focus on other areas.  Each weight class is shown on the table below with the types of lances our Strategic Revision permits for it.  Take a look at the following chart:

Red boxes denote lance weight classes that are not utilized in that role.
Weight classes are denoted by rows on the left, and the columns correspond to the lance roles at the top of the chart.  Cross-indexing the weight classes with the lance roles will get you either a red box or a green box.  If the box is red, the company does not field lances of that weight / class combination.

A lances' weight class is determined by it's most numerous weight class among the battlemechs, in most cases.  

Let's recap from the Weight Class article on Lance Composition by Weight:



A light lance consists of 3-4 light battlemechs, with 0-1 'mech from any other weight class.  These lances are invariably composed mainly of Interceptors supported by medium 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.


Note:  Standard Lances have been omitted.

The reasons behind these limitations on composition are very simple, and should be familiar to you by now.  By focusing on these specific types of lances, we will build skill and experience at a faster rate without bogging down in all the minutiae.  Also, we have only a handful of lance types to learn, rather than all the myriad types that Battletech has gifted us with over the years.  Similarly to how our focus on Favored 'mechs allowed us to deploy and arrange the echelons very rapidly, the focus on these lances will soon see all Gatekeepers more familiar with their composition and adroit with their utilization.

Light Engagement Lance
With four types of lance, it is very easy to commit it all to memory.  Once all Gatekeepers are familiar with the system, it will be much easier for everyone to see what's needed within a company composition.  Drops will come faster, and everyone will know their position and role innately.  Let's go over the four types, leaving weight class out of it for now.

Battle Line lances should be fielded in almost every drop, unless the drop consists of only one lance.  These are the meat and potatoes of the Attack Echelon, and are required in some capacity for almost every strategy.  By restricting the Battle Line to Heavy or Assault chassis, we guarantee that the armor and weaponry we need are carried.

Engagement lances are catch-all units that carry a mix of 'mech roles to fulfill one specific role on the battlefield:  the open engagement of the enemy.  These units can carry Close Support, Hunter-Killer or Interceptors in the majority, unlike other lances types where those specialists are limited in number.  On the other hand, the Engagement lance may be built around a certain 'mech or group of 'mechs along with their attendant role-specific 'mechs.  One example is that of the a favorite lance among the Gatekeepers:  3 Close Support and a Battle Line or Missile Artillery.

Medium Engagement Lance
Direct Fire Support lances are more specialized, and will be arranged in echelon to take advantage of their particular type of firepower.  Direct Fire lances need LOS to attack, but can do so safely from the Exploitation Echelon, especially if their lance or group includes Close Support or Hunter-Killer 'mechs to keep them safe.  The lance is able to mass pinpoint firepower and engage enemies that the Attack Echelon has yet to get visuals on.

Missile Artillery lances are much the same, but their ability to fire indirectly begs for assistance from an Interceptor or Electronic Warfare 'mech.  However, their vulnerability to close range firepower and speedy light chassis means that Close Support or Hunter-Killer 'mechs are very useful to place in these units.  Very rarely will a Missile Artillery lance contain four missile 'mechs - more commonly, an Electronic Warfare, Interceptor (Spotter), Hunter-Killer or Close Support will be assigned that spot.

Heavy Direct Fire Support Lance
So why are there no lances dedicated to Interceptors, Electronic Warfare, Close Support or Hunter-Killer roles?  In general, these 'mech roles are complimentary to the main battle formations.  Interceptors and Electronic Warfare 'mechs have much more important duties to perform than haring off by themselves in a group.  Close Support 'mechs cannot engage at range, mitigating their usefulness.  Hunter-Killer groups can be effective, but fall into the Engagement category when deployed as a unit.

Assault Battle Line Lance
Implementation of these lance compositions goes into effect immediately.  Training on role recognition, 'mech configuration and unit composition is set to begin during the weekdays.  Feel free to ask any questions you may have to any of the Command Staff, but remember:  this is only a cursory glance at lance composition.  Detailed ideas, suggestions and unit duties will be covered in an Exomecha Tactica for each of the four major lance types.

We are ready, Gatekeepers!  We've learned synergy in our favored 'mechs, and now we are taking it to the next operational level.  Soon, you'll know instinctively what is needed by your Drop Commander based on what 'mechs have been readied.  From there, the lance identity will take a firmer shape in your mind - which will be needed when we begin to apply composition guidelines to full companies.

Good Hunting, Gatekeepers.  Battalion morale is currently very high in the wake of our improvements, and there are very few MechWarrior units as disciplined as ours.  With this intense familiarity with operational procedures, you can be certain that None Shall Pass!