Alpha Strike Force Building: The “Iron Rain” mercenary battalion

  • Focus: Medium/light mechs, vehicles, indirect fire (IF).
  • Structure: Staff + 4 companies (3 lances each).
Force building mercenaries

Overview

  • Number of units: 52
  • Number of lances: 13
  • PV value (all skill 4): 1189

Battalion staff (command lance)

ormation: Command Lance Bonus: May reroll initiative rolls or generate tactical advantages. This lance leads the battalion. It is heavier than the rest to serve as an anchor.

  1. MAD-3R Marauder (Sniper) – The iconic Kommandomech.
  2. WHM-6R Warhammer (Brawler) – Bodyguard.
  3. ARC-2R Archer (Missile Boat) – Massive Indirect Fire (IF).
  4. TDR-5S Thunderbolt (Brawler) – The all-rounder.

1st Company “Iron Rain” (focus: Mech-Combat & IF)

This company forms the main battle line.

Lance 1: Medium Battle Lance (main battle) Bonus: 6 “Lucky” dice (rerolls) for the lance.

  1. WVR-6R Wolverine (Skirmisher) – Robust and mobile.
  2. GRF-1N Griffin (Missile Boat) – IF Support.
  3. SHD-2H Shadow Hawk (Skirmisher) – Classic mercenary all-rounder.
  4. ENF-4R Enforcer (Skirmisher) – Direct fire support.

Lance 2: Striker Lance (Fast Cavalry) Bonus: Speed Demon (additional movement).

  1. PXH-1K Phoenix Hawk (Skirmisher) – Commander of the Lance. Attention: According to MUL not for mercenary units. Alternative: PXH-1
  2. JR7-D Jenner (Striker) – Hit-and-Run.
  3. COM-2D Commando (Striker) – SRM launcher (close combat).
  4. ASN-21 Assassin (Scout) – Fighter of light units.

Lance 3: Fire Support Lance (Artillery/Ranged Combat) Bonus: Oblique Attacker (Indirect Fire without malus).

  1. TBT-5N Trebuchet (Missile Boat) – IF Specialist.
  2. WTH-1 Whitworth (Missile Boat) – IF Specialist.
  3. CN9-A Centurion (Brawler) – Bodyguard and LRM support.
  4. HBK-4G Hunchback (Brawler) – Close combat deterrent (AC/20) for the LRM boats.

2nd Company “Steel Tread” (focus: vehicles & flanking)

Vehicle-heavy, uses the rules for vehicles (2x permitted).

Lance 1: Assault Lance (Vehicles) Bonus: Demoralizer (Can intimidate/coerce opponents).

  1. Demolisher Heavy Tank (Brawler) – Double AC/20.
  2. Demolisher Heavy Tank (Brawler)
  3. SRM Carrier (Ambusher) – Lethal at close range & IF capable.
  4. SRM Carrier (Ambusher)

Lance 2: Pursuit Lance (Hovercrafts) Bonus: Blood Stalker (bonus against a specific target).

  1. Savannah Master (Scout) – Extremely fast, cheap. Attention: According to MUL not for mercenary units. Alternative: Skimmer
  2. Savannah Master (Scout)
  3. Pegasus Scout Hover Tank (Scout) – SRM carrier.
  4. Pegasus Scout Hover Tank (Scout)

Lance 3: Cavalry Lance (Mechs) Bonus: Manueverability.

  1. DV-6M Dervish (Missile Boat) – Mobile + IF.
  2. KTO-18 Kintaro (Striker) – SRM Brawler. Attention: According to MUL not for mercenary units: Alternative: Gladiator GLD-4R
  3. CLNT-2-3T Clint (Sniper) – Light sniper.
  4. CDA-2A Cicada (Scout) – Runs as fast as a Locust, but heavier.

3rd company “Mud & Guts” (focus: infantry & urban combat)

Combined weapons. Infantry and transporters act as individual “cards”.

Lance 1: Mechanized Infantry Lance (Objective Raid) Focus: Capture objectives.

  1. Foot Platoon (Laser) (Infantry) – Standard Infantry.
  2. Foot Platoon (Laser) (Infantry)
  3. Maxim Heavy Hover Transport
  4. Maxim Heavy Hover Transport

Lance 2: Air Assault Lance (Vertical Envelopment) Focus: Fast deployment via VTOL.

  1. Anti-‘Mech Jump Infantry (Infantry) – Jump troops with SRMs.
  2. Anti-‘Mech Jump Infantry (Infantry)
  3. Karnov UR Transport (Scout) – VTOL Transporter. Attention: Infantry is transported as cargo!
  4. Karnov UR Transport (Scout)

Lance 3: Stand-Up Fight Lance (Battle Lance) The heavy guys who cover the infantry.

  1. VND-1R Vindicator (Brawler) – PPC Support.
  2. CPLT-C1 Catapult (Missile Boat) – IF Support.
  3. QKD-4G Quickdraw (Skirmisher) – Mobile Brawler.
  4. PNT-9R Panther (Sniper) – PPC on a light chassis.

4th Company “Long Watch” (focus: reconnaissance & support)

Lance 1: Recon Lance (Light Mechs) Bonus: Forward Observer (Helps with indirect fire).

  1. SDR-5V Spider (Scout) – Extremely maneuverable.
  2. LCT-1V Locust (Scout) – The classic.
  3. OTT-7J Ostscout (Scout) – The best spotter of the era.
  4. FS9-H Firestarter (Skirmisher) – Against enemy infantry.

Lance 2: Fire Support Lance (Vehicles) Indirect fire by vehicle.

  1. Hunter Light Support Tank (Missile Boat) – LRM Support (IF).
  2. Hunter Light Support Tank (Missile Boat)
  3. Scorpion Light Tank (Brawler) – Cheap fire support.
  4. Scorpion Light Tank (Brawler)

Lance 3: Security Lance (Mixed) object protection.

  1. Vedette Medium Tank (Brawler) – The “bread and butter” tank.
  2. Vedette Medium Tank (Brawler)
  3. WSP-1A Wasp (Scout) – Air/Ground Reconnaissance.
  4. STG-3R Stinger (Scout) – air/ground reconnaissance.

Taktische Doktrin: “Der Eiserne Vorhang”

The tactical approach of this mercenary battalion is based on the “fix and flank” doctrine, with the synergy of high mobility and massive indirect firepower (IF) providing the decisive advantage.

The battle typically begins with the fast scouts of the Long Watch company (e.g. Ostscout, Spider) and the hovercrafts of the Steel Tread, which, thanks to their high speed modifiers (TMM), advance aggressively to generate lines of sight (spotting) without engaging in direct firefights. Once the targets are marked, the numerous LRM boats (Archer, Trebuchet, Hunter Tanks) use their IF capability to cover the enemy with missiles from full cover. This forces the enemy to make a fatal decision: either stay in cover and get worn down, or charge forward.

If the enemy opts for the assault, they run into the battalion’s “anvil”: the heavy mechs of the Command Lance and the deadly Demolisher tanks wait with their short-range weapons (AC/20, SRMs) at strategic choke points. While the enemy is tied up on this front, the airborne infantry of the Mud & Guts and the fast medium mechs (Wolverine, Phoenix Hawk) use their mobility to secure mission objectives in the hinterland or fall into the enemy’s unprotected flank. These troops do not win through the heaviest caliber in a direct duel, but through superior information and the ability to deal damage without being seen.


Excursus: Fine-tuning – Who gets veteran status?

In the standard planning (Master Unit List), all units have a skill of 4 (Regular). This means you need a 4 or higher on 2D6 before modifiers (target’s movement, terrain, own movement) are applied.

An upgrade to Skill 3 (Veteran) or Skill 2 (Elite) costs additional points (PV), but is tactically essential for certain roles in your battalion. As mercenaries are often experienced fighters, you should invest specific points.

Here are the three categories of units from your list where a better skill (upgrade to 3) is most worthwhile:

1. the “glass cannons” and melee monsters

Units that deal extremely high damage but only have a short range must not miss. A missed shot with a demolisher is wasted potential of massive damage points.

  • Example: Demolisher Heavy Tank
    • Problem: He has to get close. If he shoots, the target must die before it shoots back.
    • Recommendation: Upgrade to skill 3.
    • Effect: Massively increases the reliability of the AC/20. A miss at close range becomes very unlikely.

2. the artillery (IF specialists)

Indirect Fire (IF) is powerful, but mathematically harder to hit. The standard penalty for IF is +1 to the aiming roll, in addition to any modifiers for the spotter. A skill 4 pilot often needs a 9 or 10 to hit a fast mech indirectly – this is statistically risky.

  • Example: ARC-2R Archer or Hunter Light Support Tank
    • Problem: When firing over a hill (IF) at a running Jenner, the modifiers add up quickly.
    • Recommendation: Upgrade to skill 3.
    • Effect: The pilot compensates for the IF penalty (+1) with his better skill (-1 compared to Regular). He hits indirectly as well as a standard pilot on direct sight.

3. the jumping units

Alpha Strike penalizes jumping with a +2 attack modifier. A mech that jumps is harder to hit, but hits significantly worse itself. A skill 4 pilot who jumps acts effectively like a skill 6 pilot (very bad).

  • Example: PXH-1K Phoenix Hawk or WVR-6R Wolverine
    • Problem: These mechs live from their mobility. If they jump to get into the enemy’s back (rear arc bonus), they hardly hit anything with skill 4.
    • Recommendation: Upgrade to skill 3 or even skill 2.
    • Effect: A Skill 2 (Elite) Phoenix Hawk can jump every round (and thus keep its defense value high) and still hit reliably (base 2 + 2 jump = 4). This makes him a nightmare for opponents.

Cost-benefit calculation

Improving the skill increases the PV (Point Value) of the unit.

  • Rule of thumb: Bringing a unit from skill 4 to 3 costs about 20-25% more points.
  • Tactics: It’s better to equip fewer units with skill 3 (quality) than to have lots of cheap units (quantity) that miss at critical moments.

Summarized unit list (inventory)

Here is the material list for the quartermaster.

BattleMechs (28 pieces – 1 command lance + 1-2 lances in each company) Note: Each mech type occurs a maximum of once per company.

  • Heavy:
    • 1x Marauder (MAD-3R)
    • 1x Warhammer (WHM-6R)
    • 1x Archer (ARC-2R) [IF]
    • 1x Thunderbolt (TDR-5S)
    • 1x Catapult (CPLT-C1) [IF]
    • 1x Quickdraw (QKD-4G)
  • Medium:
    • 1x Wolverine (WVR-6R)
    • 1x Griffin (GRF-1N) [IF]
    • 1x Shadow Hawk (SHD-2H)
    • 1x Enforcer (ENF-4R)
    • 1x Phoenix Hawk (PXH-1K)
    • 1x Assassin (ASN-21)
    • 1x trebuchet (TBT-5N) [IF]
    • 1x Whitworth (WTH-1) [IF]
    • 1x Centurion (CN9-A)
    • 1x Hunchback (HBK-4G)
    • 1x Dervish (DV-6M) [IF]
    • 1x Kintaro (KTO-18)
    • 1x Clint (CLNT-2-3T)
    • 1x Cicada (CDA-2A)
    • 1x Vindicator (VND-1R)
  • Light:
    • 1x Jenner (JR7-D)
    • 1x Commando (COM-2D)
    • 1x Panther (PNT-9R)
    • 1x Spider (SDR-5V)
    • 1x Locust (LCT-1V)
    • 1x East Scout (OTT-7J)
    • 1x Firestarter (FS9-H)
    • 1x Wasp (WSP-1A)
    • 1x Stinger (STG-3R)

Vehicles (16 pieces)

  • 2x Demolisher Heavy Tank
  • 2x SRM Carrier [IF]
  • 2x Savannah Master Hovercraft
  • 2x Pegasus Scout Hover Tank
  • 2x Maxim Heavy Hover Transport
  • 2x Karnov UR Transport (VTOL)
  • 2x Hunter Light Support Tank [IF]
  • 2x Scorpion Light Tank
  • 2x Vedette Medium Tank

Infantry (4 platoons)

  • 2x Foot Platoon (Laser)
  • 2x Anti-‘Mech Jump Infantry

Indirect Fire (IF) Capacity The battalion has 11 units capable of delivering significant indirect fire (IF), plus numerous spotters (Ostscout, Raven, light hovercrafts) with high mobility.


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