Alpha Strike Force Building: The Davion Battalion (4th Succession Wars)

  • Topic: United Sun Guard Unit.
  • Focus: Autocannons, solid armor, mobility through medium mechs (Enforcer/Centurion) and air defense (JagerMech).
  • Structure: 1 command lance + 4 companies.
Davion force building

Overview

  • Number of units: 52
  • Number of lances: 13
  • PV value (all skill 4): 1339

Battalion staff (command lance)

Function: Coordination and heavy fire.

Command Lance

  1. BattleMaster BLR-1G (Commander) – The classic Davion field commander.
  2. Marauder MAD-3RDirect fire support (AC/5).
  3. Warhammer WHM-6RThe iconic “partner” of the Marauder.
  4. Archer ARC-2Rlong-range missile support.

1st Company “The Iron Guards” (Heavy & Assault)

Focus: This company breaks the enemy line.

Lance A: Assault Lance

  • Bonus:Demoralizer (intimidation of opponents).
    1. Atlas AS7-DThe anchor of the line.
    2. Victor VTR-9BDavion favorite with heavy autocannon (AC/20).
    3. Stalker STK-3FMassive firepower.
    4. Awesome AWS-8QPPC battery.

Lance B: Fire Lance

  • Bonus: Sniper
    1. JagerMech JM6-SSpecialty of the House of Davion (ACs).
    2. Rifleman RFL-3NAir defense and support.
    3. Catapult CPLT-C1LRM support.
    4. Blackjack BJ-1Solid medium-range fire support.

Lance C: Striker Lance

  • Bonus: Speed Demon
    1. Thunderbolt TDR-5SThe “brick” of the Inner Sphere.
    2. Crusader CRD-3Rmissile boat in close combat.
    3. Grasshopper GHR-5HExcellent close combat fighter and jumper.
    4. Quickdraw QKD-4GMobile heavy cavalry.

2nd Company “The Federated Suns Cavalry” (Medium & Flexible)

Focus: The workhorse battalion. This is where the Enforcer and Centurion shine.

Lance A: Medium BattleLance

  • Bonus: Lucky.
    1. Enforcer ENF-4RThe Davion signature mech.
    2. Centurion CN9-AThe partner of the Enforcer, AC/10 carrier.
    3. Trebuchet TBT-5NFast LRM support.
    4. Hunchback HBK-4GAC/20 city fighter (bodyguard).

Lance B: Striker Lance

  • Bonus: Speed Deamon.
    1. Phoenix Hawk PXH-1Command Mech for reconnaissance aircraft.
    2. Griffin GRF-1Nlong-range skirmisher.
    3. Shadow Hawk SHD-2HAll-rounder.
    4. Wolverine WVR-6RRobust skirmisher.

Lance C: Recon Lance

  • Bonus: Eagle Eyes
    1. Valkyrie VLK-QALight Davion LRM mech.
    2. Wasp WSP-1AStandard Scout.
    3. Stinger STG-3RStandard Scout.
    4. Locust LCT-1VExtremely fast.

3rd Company “Davion Heavy Armor” (vehicles)

Focus: Cost-efficient firepower and defense.

Lance A: Assault Vehicle Lance

  1. Demolisher Heavy Tank (AC/20 variant)
  2. Demolisher Heavy Tank (AC/20 variant)
  3. Schrek PPC Carrier (3 PPCs)
  4. Schrek PPC Carrier (3 PPCs)

Lance B: Fire Support Vehicle Lance

  1. Manticore Heavy Tank (PPC/LRM)
  2. Manticore Heavy Tank (PPC/LRM)
  3. Pike Support Vehicle (AC firepower)
  4. Pike Support Vehicle (AC firepower)

Lance C: Fast Recon Vehicle Lance (Hover)

  1. Pegasus Scout Hover Tank
  2. Pegasus Scout Hover Tank
  3. Condor Heavy Hover Tank
  4. Condor Heavy Hover Tank

4th Company “The Mudheads” (Mechanized Infantry)

The Maxim provides massive fire support at the same time.

Lance A: Mechanized Battle Lance

  1. Foot Platoon (Rifle)
  2. Foot Platoon (Rifle)
  3. Maxim Heavy Hover Transport (high transport capacity)
  4. Maxim Heavy Hover Transport (high transport capacity)

Lance B: Mechanized Strike Lance

  1. Foot Platoon (MG)
  2. Foot Platoon (MG)
  3. Maxim Heavy Hover Transport (high transport capacity)
  4. Maxim Heavy Hover Transport (high transport capacity)

Lance C: VTOL / Air Cavalry Lance To maintain diversity, here is a rapid reaction force.

  1. Foot Platoon (Flamer)
  2. Foot Platoon (Flamer)
  3. Karnov UR Transport (VTOL Transporter). Attention: Infantry is transported as cargo!
  4. Karnov UR Transport (VTOL Transporter). Attention: Infantry is transported as cargo!


Tactical doctrine: The “hammer and anvil” of the United Suns

The tactical approach of this battalion is based on the classic doctrine of the Regimental Combat Teams (RCTs) of the United States: The seamless integration of mechs, vehicles and infantry to wear down the enemy through superior firepower at medium range and then outmaneuver them.

The battle begins with the 3rd company (vehicles) and the 2nd company’s Recon lance. The fast hover tanks (Pegasus, Condor) and light mechs swarm out to establish lines of sight and hunt down enemy scouts (spotting). Once the enemy is located, the 1st company (“Iron Guards”) together with the heavy tanks (Schrek, Demolisher) form the “Anvil”. These units move forward slowly and use their range to create deadly fire corridors. This is where Davion’s preference for autocannons comes into its own: units such as the JagerMech, Rifleman and Jagdpanzer cover the airspace and punish any enemy attempting to approach through open terrain with a hail of AC/2 and AC/5 rounds, while the Awesomes’ and Schreks’ PPCs burn holes in enemy armor.

While the enemy is tied down frontally by heavy firepower, the 2nd Company (“Federated Suns Cavalry”) acts as the “hammer”. Led by the mobile Enforcers and Centurions, this force uses its speed (8″+ movement) to fall into the enemy’s flanks. They force the enemy to either turn and open their backs to the heavy mechs and tanks, or take the cavalry’s fire into their own side.

The 4th company (infantry) is by no means cannon fodder, but the key to victory in Alpha Strike (Objective Control). While the mechs fight, the fast Maxim hovertransporters and Karnov VTOLs use their high speed to drop the infantry platoons deep in the field at mission objectives or lay ambushes in urban terrain. The enemy then has to draw valuable firepower from the mechs to dig the infantry out of the buildings – a tactical dilemma that this battalion exploits mercilessly.


Excursus: The skill value – quality over quantity

In the standard list, all units have a skill of 4 (Regular). This is the default value in Alpha Strike. However, in practice – especially with an elite faction such as the Davion Brigade – it makes tactical sense to upgrade certain key units.

The basic rule:

  • A lower skill value is better (e.g. Skill 3 = Veteran, Skill 2 = Elite).
  • A better skill increases the point value (PV) of the unit.
  • Rule of thumb: An upgrade from skill 4 to skill 3 increases the cost of a unit by approx. 20-25%.

Who should be upgraded?

Not every unit needs an elite pilot. You should invest the points (“PV budget”) where they have the greatest mathematical influence on the game. Here are the best candidates from our Davion battalion:

1. The “High Damage Dealer

Units that deal massive damage must hit. If a Demolisher Tank (AC/20) or an Awesome (3 PPCs) misses its shot, the battalion will lose 4 to 5 points of damage that turn. This is devastating.

  • Recommendation: Upgrade the Awesome AWS-8Q and the Demolisher Tank to Skill 3.
  • Why? The Demolisher often has to fire at short range against fast targets (high TMM). A better skill compensates for the target’s mobility.

2. The snipers

Ranged fighters often operate at long range (42 inches). In Alpha Strike, this gives a modifier of +4 to the hit roll.

  • Calculation: Skill 4 + 4 (range) = You need an 8+ to hit a stationary target. If the target is moving (TMM +2), you already need a 10+.
  • Recommendation: Upgrade the JagerMech or Archer to skill 3.
  • Why? With skill 3, the required base number drops to 7+ (or 9+ with a moving target). This increases the hit probability with 2D6 enormously (from approx. 16% to approx. 27% with target 10 vs 9).

3. The melee fighters (Melee & Brawlers)

Physical attacks in Alpha Strike are also based on the skill value, but usually add fewer modifiers. A good pilot turns a kick or axe blow into an almost sure thing.

  • Recommendation: Upgrade the Grasshopper GHR-5H to Skill 3 or even Skill 2.
  • Why? The Grasshopper is a “headhunter” that jumps behind enemy lines. When it arrives there, its attack must be effective in order to penetrate the enemy’s rear armor immediately.

4. the commanders (Survivability)

The commander is often the enemy’s number 1 target (“headcap”). A high skill does not help with survival (unless you use certain special rules for defense), but it ensures that the commander can eliminate threats before they eliminate him.

  • Recommendation: The BattleMaster BLR-1G (battalion commander) should always have skill 3 or better to reflect his status as a leader.

Summary of the unit list (Total Count)

Here is the material list for the quartermaster of the United Suns.

BattleMechs (Total: 28)

Strict care was taken to ensure that no mech type was repeated within a company.

Weight classModelQuantity
AssaultAtlas AS7-D1
Awesome AWS-8Q1
BattleMaster BLR-1G1
Stalker STK-3F1
Victor VTR-9B1
HeavyArcher ARC-2R1
Catapult CPLT-C11
Crusader CRD-3R1
Grasshopper GHR-5H1
JagerMech JM6-S1
Marauder MAD-3R1
Quickdraw QKD-4G1
Rifleman RFL-3N1
Thunderbolt TDR-5S1
Warhammer WHM-6R1
MediumBlackjack BJ-11
Centurion CN9-A1
Enforcer ENF-4R1
Griffin GRF-1N1
Hunchback HBK-4G1
Phoenix Hawk PXH-11
Shadow Hawk SHD-2H1
Trebuchet TBT-5N1
Wolverine WVR-6R1
LightLocust LCT-1V1
Stinger STG-3R1
Valkyrie VLK-QA1
Wasp WSP-1A1

Combat vehicles & transporters (Total: 18)

TypeModelQuantity
TanksDemolisher Heavy Tank2
Schrek PPC Carrier2
Manticore Heavy Tank2
Pike Support Vehicle2
HoverPegasus Scout Hover Tank2
Condor Heavy Hover Tank2
Maxim Heavy Hover Transport4
VTOLKarnov UR Transportation2

Infantry (Total: 6 Platoons)

TypeEquipmentQuantity
Foot PlatoonRifles2
Foot PlatoonMG2
Foot PlatoonFlamer2

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