Alpha Strike Force Building: The Steiner Battalion “Wall of Steel”
- Topic: Lyran Commonwealth, 4th Succession Wars.
- Philosophy: “Recon by Fire”. We are slow, but what we hit doesn’t get up.
- Structure: 1 command lance + 4 companies (A, B, C, D).

Overview
- Number of units: 52
- Number of lances: 13
- PV value (All Skill 4): 1460
Battalion staff (command lance)
Leadership and elite firepower.
- Lance type: Command Lance (Bonus: May re-roll/modify initiative)
- Atlas AS7-D (Assault) – The inevitable leader.
- BattleMaster BLR-1G (Assault)
- Zeus ZEU-6S (Assault) – The workhorse of the Steiner army.
- Cyclops CP-10-Z (Assault) – Tactical Coordination Center.
1st Company “The Anvil” (Mech focus)
This company breaks the enemy’s will through sheer tonnage.
Lance 1: Assault Lance (Bonus: Demoralizer – opponents receive mali in melee combat/willpower)
- Stalker STK-3F (Assault)
- Banshee BNC-3S (Assault) – The “good” Lyran version with massive armament.
- Awesome AWS-8Q (Assault) – Pure PPC violence.
- Highlander HGN-733 (Assault) – The “Lyranic Leap”.
Lance 2: Battle Lance (Bonus: Lucky 6 – repeat hit rolls)
- Warhammer WHM-6R (Heavy)
- Marauder MAD-3R (Heavy)
- Thunderbolt TDR-5S (Heavy)
- Archer ARC-2R (Heavy)
Lance 3: Fire Support Lance (Bonus: Sniper – less mali on long range)
- Longbow LGB-0W (Assault)
- Catapult CPLT-C1 (Heavy)
- Rifleman RFL-3N (Heavy) – Anti-Air protection.
- Griffin GRF-1N (Medium) – Side protection.
2nd Company “The Cavalry” (mobility & close combat)
Faster than the anvil, specialized in reaming flanks.
Lance 1: Heavy Battle Lance (Bonus: Lucky 6 – repeat hit rolls)
- Victor VTR-9B (Assault) – Jumping Berserker.
- Grasshopper GHR-5H (Heavy) – Close combat specialist.
- Wolverine WVR-6R (Medium)
- Shadow Hawk SHD-2H (Medium)
Lance 2: Medium Battle Lance
- Hunchback HBK-4G (Medium) – The AC/20 danger.
- Centurion CN9-A (Medium)
- Enforcer ENF-4R (Medium)
- Hatchetman HCT-3F (Medium) – Lyran axe innovation.
Lance 3: Mechanized Infantry Lance (hold target)
- Heavy Tracked APC (Vehicle)
- Heavy Tracked APC (Vehicle)
- Foot Platoon (SRM) (Infantry) – Deadly when entrenched in cities.
- Foot Platoon (SRM) (Infantry)
3rd Company “Donnerkeil”
Combined arms to close gaps and provide fire support.
Lance 1: Striker Lance (Lyran Enlightenment = 50 tons+)
- Dervish DV-6M (Medium)
- Trebuchet TBT-5N (Medium)
- Phoenix Hawk PXH-1 (Medium)
- Commando COM-2D (Light) – The classic Steiner scout.
Lance 2: Armored Cavalry Lance (vehicles)
- Rommel Tank (Vehicle) – Steiner production.
- Patton Tank (Vehicle) – Steiner production.
- Manticore Heavy Tank (Vehicle)
- Bulldog Medium Tank (Vehicle)
Lance 3: Mechanized Infantry Lance (Rapid Reaction Force)
- Maxim Hover Transport (Vehicle)
- Maxim Hover Transport (Vehicle)
- Jump Platoon (Laser) (Infantry)
- Jump Platoon (Laser) (Infantry)
4th company “Fortress” (defensive & artillery)
Secures the rear area and delivers indirect fire.
Lance 1: Heavy Battle Lance
- Orion ON1-K (Heavy) – The “mini atlas”.
- Crusader CRD-3R (Heavy)
- Jagermech JM6-S (Heavy)
- Vindicator VND-1R (Medium)
Lance 2: Direct Fire Lance (Vehicle)
- Schrek PPC Carrier (Vehicle) – Three PPCs on tracks.
- Schrek PPC Carrier (Vehicle)
- SturmFeur Heavy Tank (Vehicle) – Lyran missile tank.
- SturmFeur Heavy Tank (Vehicle)
Lance 3: Security Lance (Infantry/Transport)
- Maxim Hover Transport (Vehicle)
- Maxim Hover Transport (Vehicle)
- Foot Platoon (Rifle) (Infantry) – Standard Garrison.
- Foot Platoon (Rifle) (Infantry)

Taktische Doktrin: “Wand aus Stahl” Bataillon.
The tactical approach of this battalion strictly follows the Lyran doctrine of “unstoppable force”, in which maneuverability is sacrificed in favor of armor and firepower. The battle is dictated by the 1st Company (“The Anvil”) and the Command Lance, which form a massive, closed center and move slowly towards the mission objective in a wide phalanx. Their task is not to seek cover, but to act as a “fire magnet” and force the enemy into an open exchange of blows through sheer presence.
As soon as the enemy attempts to adjust to this central threat or hold positions, the 4th Company (“Fortress”) begins indirect fire (LRMs from the Longbows and SturmFeur tanks) to drive the enemy out of cover (“Recon by Fire”). Any attempt by the enemy to flank the sluggish assault mechs is intercepted by the more mobile elements of the 2nd company and the hovercrafts of the 3rd company; their task is not primarily to destroy, but to drive the enemy units back into the lethal fire zone (“kill zone”) of the heavy PPCs and autocannons of the center like shepherd dogs. The infantry serves purely defensively as an anchor to immediately secure conquered terrain so that the heavy mechs never have to stop their grueling advance. It is not an elegant dance, but industrial destruction.
Excursus: The human factor – optimization through skill values
In the basic list, all units are calculated with the default value Skill 4 (Regular). In competitive Alpha Strike or in campaigns, however, adjusting this value is the most important lever for increasing the efficiency of a list.
The skill value is the basis for every hit roll (SATOR formula). A lower value means a higher hit probability, but costs more points (PV). A higher value saves points, but makes the unit less accurate.
With an elite Steiner battalion, the points should be invested where the damage is highest or where movement makes shooting more difficult.
Which units benefit from a better skill (e.g. skill 2 or 3)?
1. the “one-shot wonder” (hollow damage) units that deal massive damage must not miss. A missed shot on a mech that deals 5 or 6 points of damage is a waste of resources.
- Example: Awesome AWS-8Q (Assault Lance)
- Why: He is a pure fire platform. With skill 4, he hits at long range and often only hits on the 10+ when in cover. With skill 2, he becomes a deadly threat that guarantees damage almost every round.
2. jump-capable units Mechs that jump receive a +2 modifier to their own hit roll when attacking. A standard pilot (skill 4) effectively starts at skill 6 after a jump before terrain or enemy movement are calculated. This makes hits almost impossible.
- Example: Victor VTR-9B (Striker Lance) & Phoenix Hawk (Recon Lance)
- Why: The Victor has to jump to get into the flank and use his short-range AC/20. A skill 3 or 2 pilot compensates for the jump penalty and ensures that the “death from above” actually hits.
3. melee fighters Physical attacks are based directly on the skill value (+ modifier for the attack type). Since melee is often the last resort, it must be effective.
- Example: Hatchetman HCT-3F(Medium Battle Lance)
- Why: His axe is his main selling point. A better skill ensures that the axe blow splits the opponent’s armor instead of going into the air.
Which units can tolerate poorer skills (e.g. skill 5)?
To free up points for the elite pilots in Atlas or Awesome, you have to save elsewhere.
1. transporters and “cabs” Units whose main task is movement and which have hardly any weapons worth mentioning.
- Example: Heavy Tracked APC
- Why: Their job is to drop infantry. Their damage is negligible (often only 1 or 2 points). Skill 5 is enough to save valuable PV.
2. infantry When units are primarily used to taunt or barrage, precision is sometimes secondary to mere presence.
- Example: Infantry
- Why: Infantry are very slow and die quickly anyway. A skill of 5 makes them cheap and usable as a “mass” to hold mission objectives while the mechs do the work.
Recommendation for the “Wall of steel” battalion
If you have points left, prioritize an upgrade to Skill 3 for the Atlas AS7-D (Command Lance) to make the center impregnable, and for the Victor VTR-9B to fulfill its role as a flank breaker.
Summary of units (inventory list)
Here is the complete list of all units used for the “Wall of Steel” battalion.
BattleMechs (Assault):
- 1x Atlas AS7-D
- 1x Banshee BNC-3S
- 1x Zeus ZEU-6S
- 1x Cyclops CP-10-Z
- 1x Stalker STK-3F
- 1x BattleMaster BLR-1G
- 1x Awesome AWS-8Q
- 1x Highlander HGN-733
- 1x Longbow LGB-0W
- 1x Victor VTR-9B
BattleMechs (Heavy):
- 1x Warhammer WHM-6R
- 1x Marauder MAD-3R
- 1x Thunderbolt TDR-5S
- 1x Archer ARC-2R
- 1x Catapult CPLT-C1
- 1x Rifleman RFL-3N
- 1x Grasshopper GHR-5H
- 1x Orion ON1-K
- 1x Crusader CRD-3R
- 1x Jagermech JM6-S
BattleMechs (Medium):
- 1x Griffin GRF-1N
- 1x Wolverine WVR-6R
- 1x Shadow Hawk SHD-2H
- 1x Hunchback HBK-4G
- 1x Centurion CN9-A
- 1x Enforcer ENF-4R
- 1x Hatchetman HCT-3F
- 1x Dervish DV-6M
- 1x trebuchet TBT-5N
- 1x Phoenix Hawk PXH-1
- 1x Vindicator VND-1R
BattleMechs (Light):
- 1x Commando COM-2D
Vehicles:
- 2x Heavy Tracked APC
- 1x Rommel Tank
- 1x Patton Tank
- 1x Manticore Heavy Tank
- 1x Bulldog Medium Tank
- 4x Maxim Hover Transport
- 2x Schrek PPC Carrier
- 2x SturmFeur Heavy Tank
Infantry:
- 2x Foot Platoon (SRM)
- 2x Jump Platoon (Laser)
- 2x Foot Platoon (Rifle)
Total strength: 52 units (32 mechs, 14 vehicles, 6 infantry platoons).
