Alpha Strike Force Building: The Liao Battalion “Victory by stealth”

The Liao Battalion “Victory by stealth”

  • Concept: This battalion relies on asymmetry. While the Vindicator forms the backbone, specialized lances use the terrain and ambushes to compensate for the numerical superiority of the Davion troops. Since true ECM is rare in 3025 (the Raven is just a prototype), “electronic warfare” is also represented here by reconnaissance (Probe) and cloaked units (Ambush).
  • Structure: 1 command lance + 4 companies (3 lances each).
  • Total: 13 lances (52 units).
Force building Liao

Overview

  • Number of units: 52
  • Number of lances: 13
  • PV value (All Skill 4): 1203

Battalion staff (command lance)

Focus: Survival and coordination. This lance stays behind and uses the long-range weapons to control the battlefield.

  • Command Lance (Bonus: Tactical Genius – reroll initiative dice)
    • CP-10-Z Cyclops: The ultimate command vehicle of the era with tactical computer.
    • CPLT-C1 Catapult: Fire support.
    • VND-1R Vindicator: Bodyguard and standard Liao mech.
    • MAD-3L Marauder: The Capellan version of the classic.

1st Company “The Shadows” (reconnaissance & disruption)

Tactics: Find the enemy, mark them and confuse them with quick strikes.

  • Lance 1: Recon Lance (Bonus: Eagle Eyes – increased sensor range)
    • RVN-1X Raven: (Prototype 3024) – Carries electronic equipment (EW Equipment).
    • OTT-7J Ostscout: The best pure Scout of the era.
    • WSP-1L Wasp: Capellan variant with SRM-4.
    • LCT-1V Locust: Fast spotter.
  • Lance 2: Striker Lance (Bonus: Speed Demon – +2″ movement)
    • VND-1R Vindicator: (The slow component, forms the anchor).
    • PXH-1 Phoenix Hawk: Classic, jump-capable Striker.
    • GRF-1N Griffin: long-range jammer.
    • CLNT-1-2R Clint : Standard Mech.
  • Lance 3: Pursuit Lance (Vehicles) (Bonus: Bloodhound – Better at Pursuit)
    • Pegasus Scout Hover Tank (x2): Extremely fast, ideal for flanking.
    • Galleon Light Tank GAL-100 (x2): Fast, light tanks.

2nd Company “The Green Wall” (front line)

Tactics: Bind the enemy so that the other companies can flank.

  • Lance 1: Battle Lance (Bonus: Lucky – reroll dice rolls)
    • VND-1R Vindicator: The workhorse.
    • WHM-6L Warhammer: Capellan variant (flamers instead of MGs against infantry).
    • TDR-5S Thunderbolt: Extremely robust.
    • ON1-K Orion: The “mini atlas”.
  • Lance 2: Heavy Battle Lance (Bonus: Lucky – reroll dice rolls)
    • ARC-2R Archer: Fire support.
    • CRD-3R Crusader: missile boat for medium range.
    • RFL-3N Rifleman: Air defense and fire support.
    • WVR-6R Wolverine: Fast brawler for the flank.
  • Lance 3: Fire Support Lance (Vehicles) (Bonus: Sniper – Less deduction at medium range)
    • LRM Carrier (x2): Massive indirect firepower.
    • Vedette Medium Tank (Liao) (x2): Inexpensive protection for the LRM carriers.

3rd Company “Hidden Dagger” (urban combat & ambush)

Tactics: Lures enemies into towns or impassable terrain (“cunning”).

  • Lance 1: Urban Combat Lance (Medium Battle Lance)
    • VND-1R Vindicator: Can jump, good for the city.
    • HBK-4G Hunchback: The king of the narrow streets (AC/20).
    • UM-R60 UrbanMech: Slow, but deadly in the city.
    • ENF-4R Enforcer: Jump-capable, good weapon mix (autocannon/laser).
  • Lance 2: Assault Lance (Bonus: Demoralizer – Forces morale rolls on the opponent)
    • STK-3F Stalker: A walking bunker.
    • AWS-8Q Awesome: 3 PPKs, can fire forever.
    • VTR-9B Victor: Jump-capable assault mech for surprise attacks.
    • CGR-1A1 Charger: Serves as a battering ram/diverter (Liao uses what’s there).
  • Lance 3: Mechanized Infantry Lance (Bonus: Maneuvering Ace – Free Sideways Step)
    • Foot Infantry (Portable MG) (x2): Mobile Infantry.
    • Maxim Heavy Hover Transport (x2): Can deploy infantry extremely quickly and provide fire support itself.

4th Company “The Reserve” (Security & Flexibility)

Tactics: Protecting the back line and exploiting the opponent’s mistakes.

  • Lance 1: Stand-Up Lance (Medium Battle Lance / Bonus: Lucky)
    • VND-1R Vindicator: Standard.
    • CN9-A Centurion: Solid partner for the Vindicator.
    • BJ-1 Blackjack: Good against soft targets and for defense.
    • TBT-5N Trebuchet: Fire support.
  • Lance 2: Ambush Lance (Vehicles) (Bonus: Ambush – bonus to attack from full cover)
    • Hetzer Wheeled Assault Gun (x2): AC/20 on wheels. Perfect for ambushes (“cunning”).
    • Scorpion Light Tank (x2): Cheap tanks for stationary defense.
  • Lance 3: Foot Infantry Lance (Bonus: Dig In – Better protection in cover)
    • SRM Foot Infantry (x2): Heavily armed infantry for ambushes.
    • Heavy Tracked APC (x2): Robust transporters to move infantry into position (and then serve as a barricade).

Tactical doctrine: Bataillion “Victory by stealth”

The tactical approach of this Liao battalion is a strict rejection of the fair duel and follows the doctrine of “flexible defense in depth”. Instead of stopping the Davion invaders at the front line, the 2nd Company (“The Green Wall”) merely acts as an anvil-like decoy, binding the enemy and slowly drawing them into prepared kill zones – preferably in dense forests or urban terrain.

This is where the Vindicator plays its key role: thanks to its jump jets, it can quickly break free and fall back over obstacles, while heavier enemy machines get stuck in rough terrain. As soon as the enemy formation has broken through the terrain, the fast elements of the 1st Company (“The Shadows”) cut the connection to the rearguard, whereupon the 3rd Company (“Hidden Dagger”) and the Hetzer tanks of the reserve deliver the devastating melee strike against the unprotected rear or flank from camouflaged positions.

The entire maneuver is coordinated by the command lance’s Cyclops, which uses the Raven ‘s sensor data to ensure that the battalion never fights where the enemy is strongest, but always where it is most vulnerable.


Excursus: Quality over quantity – the skill value

In Alpha Strike, standard units have a skill value of 4, which means you need a 4 or higher on 2D6 to hit a standing target at short range. This sounds simple, but as soon as movement, terrain and jumping are added, the hit probability drops drastically.

An upgrade to Skill 3 (Veteran) or even Skill 2 (Elite) costs additional points (PV), but is tactically almost indispensable for certain units.

Here are the three categories of units from your Liao battalion that will benefit most from a better skill:

1. the “sledgehammers” (highly efficient polluters)

When a unit deals massive damage, a missed shot is a disaster. You pay a lot of points for the weapons; make sure they hit.

  • Example: AWS-8Q Awesome
    • Why: The Awesome deals constant, high damage at almost all distances.
    • Analysis: With skill 4, he often only hits fast opponents at long range with a 10+ or 11+. With skill 3, this becomes a 9+, which increases the hit probability statistically enormously. An Awesome that doesn’t hit is just an expensive paperweight.

2. the melee fighters (Physical Attackers)

Physical attacks (such as hitting or ramming) use the skill value as a base, but do not add any modifiers to your own movement. A good pilot can make the difference between a devastating hit and an embarrassing stumble.

  • Example: CGR-1A1 Charger
    • Why: The Charger has hardly any firearms. Its only task is to charge into close combat (Charge).
    • Analysis: A melee attack against a medium-fast mech often requires a 7 or 8. Give the pilot skill 3, and the Charger becomes a deadly guided missile. Without this skill, the Charger is often a waste of points.

3. the jumpers

Mechs that jump receive a +2 modifier to their own attack roll in Alpha Strike. This makes them hard to hit, but they hardly hit anything themselves.

  • Example: VTR-9B Victor or VND-1R Vindicator
    • Why: Your tactics are based on mobility (“victory by stealth”). The Victor often jumps behind the enemy for a shot in the back.
    • Analysis: If the Victor jumps (+2) and shoots at medium range (+2), it already needs an 8+ at skill 4 (without terrain/enemy movement!). Skill 3 lowers this hurdle and makes your mobile units dangerous on the offensive as well.

Rule of thumb for force building:

It is often better to upgrade a unit in the lance to skill 2 or 3 (“The Ace”) than to try to upgrade the whole lance slightly. Choose the mech that has to decide the battle.


Summary of the unit list

Here is the complete list of all 52 units for the Liao logistics logbook:

BattleMechs (28 pieces)

  • 5x VND-1R Vindicator (1 in each company + 1 in Command)
  • 1x CP-10-Z Cyclops
  • 1x CPLT-C1 Catapult
  • 1x MAD-3L Marauder
  • 1x RVN-1X Raven (prototype)
  • 1x OTT-7J Ostscout
  • 1x WSP-1L Wasp
  • 1x LCT-1V Locust
  • 1x PXH-1 Phoenix Hawk
  • 1x GRF-1N Griffin
  • 1x CLNT-1-2R Clint
  • 1x WHM-6L Warhammer
  • 1x TDR-5S Thunderbolt
  • 1x ON1-K Orion
  • 1x ARC-2R Archer
  • 1x CRD-3R Crusader
  • 1x RFL-3N Rifleman
  • 1x WVR-6R Wolverine
  • 1x HBK-4G Hunchback
  • 1x UM-R60 UrbanMech
  • 1x ENF-4R Enforcer
  • 1x STK-3F Stalker
  • 1x AWS-8Q Awesome
  • 1x VTR-9B Victor
  • 1x CGR-1A1 Charger
  • 1x CN9-A Centurion
  • 1x BJ-1 Blackjack
  • 1x TBT-5N Trebuchet

Vehicles (16 pieces)

  • 2x Pegasus Scout Hover Tank
  • 2x Galleon Light Tank
  • 2x LRM Carrier
  • 2x Vedette Medium Tank
  • 2x Maxim Heavy Hover Transport
  • 2x Hetzer Wheeled Assault Gun
  • 2x Scorpion Light Tank
  • 2x Heavy Tracked APC

Infantry (8 bases)

  • 2x Foot Infantry (Portable MG)
  • 2x Foot Infantry (SRM)

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