In BattleTech Alpha Strike, lance types (or formation types) are the smallest combat formations in an army. In the
But what is the purpose of these formations? – They are not just a gimmick, but give your army tactical orientation and additional special rules that can be decisive in battle.

Overview table: Lance types in BattleTech Alpha Strike
| Lance type | Requirements | Additional bonus abilities (Special Pilot Ability) |
|---|---|---|
| Battle Lance | 50 % heavy mechs. (Size 3 or more) 3x Lance units must be either Brawler, Sniper or Skirmisher. | Lucky |
| Assault Lance | 3x units of the lance must have size 3 or more. No unit with size 1. All units must have a minimum of 5 armor points, 75% of units with a scale value of 3 or more at medium range | Demoralizer or multi-tasker |
| Striker-/Kavallerie-Lanze / Striker,Cavalery Lance | All units with MV 10+ or Jump 8+; no unit with Size 4. At least 50% of the units must have the Striker or Skirmisher role | Speed Demon |
| Fire L ance / Fire Lance | 75% of the units must have the Missile Boat or Sniper role | Sniper |
| Reconnaissance Lance / Recon Lance | All units with MV 10+. At least two units must have the Scout or Striker role | Eagle’s Eyes, Forward Observer or Maneuvering Ace |
| Pursuit Lance / Pursuit Lance | All units must have Size 2 or less. At least 75% of the units must have an MV 12+ At least one unit with a Medium Range damage value of more than 1 | Blood Stalker |
| Support Lance / Support Lance | No specific | Receives SPA of the supported lance |
| Command Lance / Command Lance | At least one unit must be defined as a Force Commander or Key Lieutenant. 50% of the units must have the role | Each unit receives one of the following SPAs: Antagonizer, Blood Stalker, Combat Intuition, Eagle’s Eyes, Marksman, or Multi-Tasker Leader also receives: Tactical Genius; |
| Horde Lance / Horde (Kurita Force Manual) | Lance must have 5 to 10 units. All units with Size 1. None of the units may have a weapon damage of more than 2 at a distance | Swarm (If a unit of this formation becomes a target, the player of the target unit can switch the target to another unit of this formation that is a legal target (within line of sight) and is at the same distance (or less) from the attacker). |
| Berserker Lance / Berserker Lance (Kurita Force Manual) | 50% heavy mechs. (Size 3 or more) 3x Lance units must be either | 2Two-hander or Swordsman |
| Anti-‘Mech lance (Kurita Force Manual) | All units must be infantry | Enemy units in direct contact with an anti-mech lance suffer a +1 penalty to all weapon attacks on the anti-mech lance |
| Leichte Feuerlanze / Light Fire Lance (Davion Force Manual) | No unit with size 3 or more. Min. 50% of the units with the Roller Missile Boat or Sniper | Coordinated Fire Support. |
| Gewehrlanze / Rifle Lance (Davion Force Manual) | 75% of the units with size 2 or 3. No unit with size 1. At least 50% of the units must have an AC. All units with MV 8+ | Weapon Specialist or Sandblaster |
| Hunter Lance (Davion Force Manual) | Min. 50% of the units with the Roller Ambusher or Juggernaut | Combat Intuition |
Explanation of the most important formations
The table shows the overview, but each formation has its own style of play:
- Combat plants are the backbone, versatile and robust.
- Assault lances break enemy lines with brute force.
- Striker/cavalry lances stand out for their speed and flexibility.
- Fire lances dominate with long-range fire.
- Reconnaissance and pursuit lances rely on speed, ambushes and flanking attacks.
- Command lances give your army coordination and tactical advantages.
- Faction-specific variants such as Kurita’s Horde or Berserker Lances or Davian’s Hunter Lances add extra spice to the game.
Deep Dive: The most important formations in detail
1. the battle lance – the backbone
The battle plant is the most reliable choice. The Lucky special rule allows you to re-roll failed attack rolls. In a game where a single hit can decide the loss of a mech, this reliability is priceless. It is ideal for holding mission objectives in the middle of the field.
2. the Fire Lance – Death from afar
If you like to park your mechs behind hills, choose the Fire Lance. As the sniper bonus halves the penalties for medium and long range, your ranged fighters will hit much more consistently. Combine this with units that have the IF (Indirect Fire) special rule to put pressure on the enemy without being seen yourself.
3. the reconnaissance lance (Recon Lance) – eyes and ears
In scenarios with concealed units or artillery, the reconnaissance lance is indispensable. Forward Observer allows indirect fire to be aimed more precisely. Thanks to their high speed (MV 10″+), these units are also perfect for occupying mission objectives in the final phase of a turn.
4. the Command Lance – Strategic superiority
The Command Lance is expensive, but powerful. The leader gains
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Faction-specific features: Kurita & Davion
The “Force Manuals” add extra spice to the army structure:
- House Kurita (Draconis Combine): Goes for honor and mass. The Horde Lance is a fantastic way to make cheap units like the Savannah Master or infantry extremely difficult to take out.
- Davion House (United Suns): It’s all about precision here. The rifle lance makes perfect use of the autocannon (AC), turning Davion mechs such as the Enforcer or Centurion into deadly snipers.
Conclusion: Synergy is the key to victory
Creating a list for Alpha Strike doesn’t end with selecting the coolest mechs. Only by assigning appropriate lance types will your force reach its full potential. Lance types are a clever tool to add character and tactical depth to your Alpha Strike army. Whether robust battle lances, fast strikers, ranged fire lances or specialized faction formations – the choice of your lance determines how your force fights and which special rules it receives.
They also form the basis for larger formations such as companies or battalions and are therefore an important element if you play Alpha Strike in campaigns beyond pure combat.
A pro tip at the end: When building your list, make sure you keep an eye on the roles of your mechs(brawler, scout, sniper, etc.). A mech may be strong individually, but if it blocks the requirements for a formation type, you will lose valuable bonus abilities.
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