Post by Hereticus on Jan 9, 2013 12:04:44 GMT -8
Total Recoil [TXR] Armor Division: The Prowler Pack
Armor Doctrine
Tanks are the spearhead for any and all organized operations on the fields of Auraxis, they are the symbol of military might. When the enemy battle-line must be broken it is the Armor Division that is called upon to break them, When your dug in for a long campaign it is the mechanized forces that endure the long campaign. This is the Prowler Pack Armor Doctrine, if you’re brand new to tanking then this Doctrine will educate you in the fundamental basics of equipment and tactics.
“Despise infantry if you must. Crush them underfoot, by all means. But do not ignore them. Battlefields are littered with the wreckage of Titans whose crews ignored infantry.” -Grand Master Ferromort, Warhammer 40k
The Engineer is the life blood of any armor division, they are responsible for repairing and maintaining the mechanized units and have a wide compliment of equipment to give further support options.
Uniformed equipment setups allow field commanders to deploy there forces with greater efficiency. Because they will know what equipment troopers have they know what there forces can and can’t handle, when the entire force is fully geared you have a terrifying force that is a monster for the enemy to contend with.
Top of the list takes priority on your equipment requisition list.
Engineer Equipment:
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*Primary Weapon: TRAC-5 S w/ Soft-Point Ammunition, Compensator, HS/NV Scope, Under barrel Smoke Launcher, Under Barrel Grenade Launcher.
-The TRAC-5 S gives close-medium range fire support, the Smoke Launcher allows you to conceal friendly movement and obstruct enemy firing lines allowing friendly forces to advance with reasonably less opposition. The grenade launcher allows you to deal with heavily armored targets and clear out enemy infantry clusters. The TRAC-5 S being equipped with a HS/NV Scope allows the Engineer to operate as a Mine Sweeper, clearing the path ahead of allied armor of any explosive traps.
*Optional Weapon: AMR-66 w/ High Velocity Ammunition, Compensator, Forward Grip, S3 6x scope.
-The AMR-66 battle rifle is a Medium-to-Long range semi-automatic rifle, this weapon can be viewed as a improvised sniper rifle, allowing you to focus-fire on high-priority targets.
*Tool Slot: Rank 6 Repair Tool.
-Repair Tool is the primary tool that defines the Engineer class, when you get Rank 6 it allows you to repair mechanized targets from a relatively safe distance, so you don’t have to hug them, and you can repair them longer as the cool down is not by any means short at this rank.
*Ability Slot: Anti-Vehicle Mana Turret w/ Rank 5 Cooldown.
-Anti-Vehicle Mana Turrets are a specialized weapon option for Squads to deal with enemy armor, because they are wire-guided missiles you can guide the missile with your target reticule as it travels to the target, allowing you to make seemingly impossible and pinpoint accurate shots. A well placed Anti-Vehicle Mana Turret can turn the tide of a battle in Terran Republic favor but beware, This turret leaves you highly exposed to Snipers and disciplined fire. Alternatively when your Squad is suppressed by enemy fire, these turrets can be used as deployable cover.
*Utility Slot: Tank Mines w/ Rank 2 (Carries 3 Mines).
-Tank Mines are incredibly valuable, unless enemy armored targets have a Mine Guard then you are guaranteed a instant kill on the enemy vehicle. They can also be used defensively, if you can figure out typical enemy vehicle paths, for example the vehicle garage at the base of a Tower, then you can get a easy kill after your Squad has left the region and the enemy attempts to sneak in.
*Suit Slot: Nanoweave Armor w/ Rank 5.
-Nanoweave Armor is incredibly useful, this increases your health points so you can endure a fight longer then most. Most notably when a tanker is out of his tank, repairing It, Snipers love picking off these easy engineers, and Nanoweave Armor allows you to survive a Sniper’s headshot.
*Ability Slot: Ammunition Package w/ Rank 6.
-Ammunition Package allows your ammo pack to remain, once placed, for longer periods of time and provide ammo in a much larger radius. At rank 6 it will persist for 6 minutes and supply within 7 meters of the Ammo Pack.
*Mandatory Camo: Indar Scrub Armor, Amerish Forrest v2 Armor, Rocky Tundra Armor (for Essamire) .
-Camouflage is incredibly important and under valued by most troopers, Enemy marksman will typically shoot at the targets that are most visible. Camo does not guarantee your survival but it significantly does improve your chances of surviving and thus being more effective in a fight. A battlegroup that takes every advantage to increase it’s life span will see increased battle results.
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Cosmetics are entirely optional but go a long way in showing your dedication to the cause through a uniformed look.
*Cosmetic Armor: Composite Armor, Composite Helmet.
*Cosmetic Helmet: Composite Helmet.
*Cosmetic Decal: Classic Shield.
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The next step in establishing your Armor Division is the vehicles themselves, Tanks serve as both the armor and the shield of any Platoon and will be the first target of the enemy. Tank Cannons are to devastating for the enemy to ignore and the most important piece to any Armored unit that the enemy will suicide charge in attempt to take down, is the Sunderer.
Vehicles in general also a very large amount of experience gain so greedy players will race and compete with who can kill the most vehicles the fastest. Tankers must be ever vigilant to keep there armor safe from these ambitious players.
With proper equipment your Armor Division will be able to handle anything that’s thrown at them. Just like in the above Engineer equipment list, the priority equipment to get will be at the top of the list.
“They are insignificant insects to be crushed. I fear no footslogger. No mud-covered infantryman can stand against the strength and speed that is within me and my Warhounds. They shall all die.” -Esau Turnet, Warhound Scout Titan Senior Princeps of the Death’s Heads Legio Titanica, Warhammer 40k
Vehicle Equipment & Setups
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*Camouflage: Indar Scrub Vehicle, Amerish Leaf Vehicle, Rocky Tundra Vehicle (Essamire)
-Camo just like with infantry is incredibly important, concealing a Tank is not the easiest thing to do but when done right is keeps your armor alive and in the fight longer. The enemy will focus fire on the easiest target they can see, This is especially true with Air-Raids.
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Cosmetics are entirely optional but go a long way in showing your dedication to the cause through a uniformed look.
*Cosmetic Misc: Fleet Plating
*Cosmetic Decal: Noble Lineage
*Cosmetic Ornament: Golden Hammer
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*Sunderer: Armor Ammo Truck Variant
Utility Slot: Advanced Mobile Spawn (AMS).
Defensive Slot: Vehicle Ammo Dispenser.
Performance Slot: Rival Combat Chassis.
Passive Systems: Acquisition Timer Rank 10.
Forward Turret: G40-F Ranger w/ Zoom Optics Rank 4 (2x zoom), Extended Magazines Rank 4, Maximum Ammo Capacity Rank 10.
Secondary Turret: G40-F Ranger w/ Zoom Optics Rank 4 (2x zoom), Extended Magazines Rank 4, Maximum Ammo Capacity Rank 10.
-The Armor Support Sunderer Variant is designed to keep the Tanks on the front line, reinforcing there ability to maintain a assault with less of a need to fall base to a nearby armor depot for rearmament, consistently supplying them with fresh shells to throw down-range at the enemy. Armors greatest threat is a enemy Air-Raid, the Sunderers weapon choice provides a sufficient umbrella of Flak to keep Aircraft away, the G40-F Ranger is specifically designed to take down ESF’.
*Sunderer: Blockade Runner Variant
Utility Slot: Advanced Mobile Spawn (AMS).
Defensive Slot: Blockade Armor Rank 4.
Performance Slot: Rival Combat Chassis.
Passive Systems: Acquisition Timer Rank 10.
Forward Turret: M40 Fury Anti Infantry Grenade Launcher w/ Thermal Optics, Magazine Size Rank 4, Maximum Ammo Capacity Rank 10.
Secondary Turret: G30 Walker w/ Rank 4 Zoom, Rank 4 Magazine Size, Rank 10 Maximum Ammo Capacity.
-The Infantry Support Variant is designed to support prolonged infantry pushes, Blockade Armor allow this Sunderer to push heavily defended enemy positions with increased resistance to enemy fire. The M40 Fury allows the Sunderer to have a high rate of fire, this combined with the splash effect of the grenades it fires can devastate enemy infantry. The G30 Walker is a high caliber Anti-Aircraft weapon that specializes in defeating heavily armored aircraft like the Zephyr Liberator and the Galaxy Gunship, both are high threats to allied Infantry.
*Sunderer: Auxiliary Variant.
Utility Slot: Advanced Mobile Spawn (AMS).
Defensive Slot: Proximity Repair System Rank 6.
Performance Slot: Rival Combat Chassis.
Passive Systems: Acquisition Timer Rank 10.
Forward Turret: M60-G Bulldog Mortar w/ Rank 4 Zoom Optics, Magazine Size Rank 4, Magazine Ammo Capacity Rank 4.
Secondary Turret: M60-G Bulldog Mortar w/ Rank 4 Zoom Optics, Magazine Size Rank 4, Magazine Ammo Capacity Rank 4.
-The Auxiliary Variant is set up to cover the rear-guard of a Platoon, with Proximity Repair System it can reduce the amount of Engineers needed to support the Platoon’s Armored units and the M60-G Bulldog Mortar x2 can provide long range artillery support. The M60-G Bulldog Mortar is a Medium-to-Long Range fire support option that’s large blast radius can devastate enemy Infantry and deter even a enemy MBT. This vehicle option excels at having x2 of the same weapon type, if the Tanker does not desire Mortar support it is recommended x2 G40-F Ranger, See to Armor Support Variant for setup.
*Sunderer: Trojan Horse Variant.
Utility Slot: Gate Shield Diffuser.
Defensive Slot: Vehicle Stealth Rank 4
Performance Slot: Rival Combat Chassis.
Passive Systems: Acquisition Timer Rank 10.
Forward Turret: M40 Fury Anti Infantry Grenade Launcher w/ Thermal Optics, Magazine Size Rank 4, Maximum Ammo Capacity Rank 10.
Secondary Turret: M60-G Bulldog Mortar w/ Rank 4 Zoom Optics, Magazine Size Rank 4, Magazine Ammo Capacity Rank 4.
-The Trojan Horse Variant is a favored option among Special Forces fire-teams, The vehicle stealth makes it easier to hide from enemy radar so the enemy is slow to react, if they react at all, the Gate Shield Diffuser enables the Sunderer to break through enemy shield gates allowing a Phantom team to devastate the enemy garrison with the M40 Fury and M60-G Bulldog. User beware, the Trojan Horse Variant does not have a AMS so you will not have any reinforcements. Trojan Horses are usually backed up by a Infantry Support Variant Sunderer for maximum effectiveness.
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*Prowler: Gladiator Variant.
Utility Slot: Anchored Mode Rank 4.
Defensive Slot: Nanite Auto Repair System Rank 5.
Performance Slot: Racer High Speed Chassis Rank 3.
Passive Systems: Acquisition Timer Rank 10.
Primary Weapon: P2-120 HEAT w/ Zoom Optics Rank 4, Maximum Ammo Capacity Rank 10, Reload Speed Rank 5.
-HEAT is the main default cannon, fresh from the factory, it’s primarily used in hunting enemy Armor but provides a healthy blast radius that makes it useful against Infantry squads. Don’t underestimate this weapon just because it’s a default cannon.
Secondary Weapon: G30 Vulcan w/ Thermal Optics, Reload Speed Rank 5, Maximum Ammo Capacity Rank 10.
-The G30 Vulcan is a Tank Buster boasting a Gatling gun design that is a unique faction specific weapon to the Terran Republic. This weapon is optimally used in Short-to-Medium ranged conflicts, roughly 150-200m max, but do remember that the weapon also gets a damage bonus when the target is hit at further range. This weapons first four shots are dead accurate so when dealing with ranged targets or infantry use it in bursts, otherwise go rambo on hostile vehicles, Recent buffs make this weapon highly devastating to Infantry. Thermal Optics allow the gunner not only to better identify Infantry threats but also to locate and identify Tank Mines.
-The Prowler Gladiator Variant is essentially a all purpose conditioned tank, armed with HEAT and Vulcan there’s not a threat on the battlefield this tank isn’t prepared to annihilate. Anchored Mode allows the Gladiator Variant to operate as a long range artillery piece when the situation calls for it. Side Armor protects the Gladiator from multiple angled attacks and so being when the Gladiator engages with enemy threats it should endeavor to keep it’s sides facing the enemy. Side Armor also makes it easiest for the Prowler to juke in a engagement.
*Prowler: Hunter Variant.
Utility Slot: IR Smoke Rank 4.
Defensive Slot: Reinforced Side Armor.
Performance Slot: Racer High Speed Chassis Rank 3.
Passive Systems: Acquisition Timer Rank 10.
Primary Weapon: P2-120 HE w/ Thermal Optics, Maximum Ammo Capacity Rank 10, Reload Speed Rank 5.
-The P2-120 HE cannon boasts High Explosives shells that have a very large blast radius, this is ideal for not only annihilating entire squads with only a few shots but maiming any survivors, presuming there are any. Thermal Optics allow the gunner not only to better identify Infantry threats but also to locate and identify Tank Mines.
Secondary Weapon: P525 Marauder w/ Thermal Optics, Magazine Size Rank 4, Maximum Ammo Capacity Rank 10.
-The P525 Marauder Anti-Infantry Grenade Launcher is a moral killer. When upgraded this monster of a weapon can fire up to 15 grenades, that’s more then enough firepower to kill not only a squad but multiple squads, this weapon can also deal light damage to enemy armor. This weapon fires at a Arc so it makes it easier for gunners to deal with threats that are entrenched in cover. Thermal Optics allow the gunner not only to better identify Infantry threats but also to locate and identify Tank Mines.
-The Hunter Variant of the Prowler is designed with the sole intent of killing enemy Infantry Squads, boasting enough High Explosive firepower to destroy Infantry in mass. Equipped with IR Smoke this Prowler is ideal for rushing into the enemy line, devastating them and popping it’s IR Smoke to conceal the Tank for a easy get away or for breaking enemy attempts to Lock-On with rocket fire. Side Armor protects the tank from Infantry that may attempt to flank it in a vain attempt to protect the awesome firepower of the Hunter.
*Prowler: Destroyer Variant.
Utility Slot: Anchored Mode Rank 4.
Defensive Slot: Reinforced Front Armor.
Performance Slot: Racer High Speed Chassis Rank 3.
Passive Systems: Acquisition Timer Rank 10.
Primary Weapon: PS-120 AP w/ Zoom Optics Rank 4, Maximum Ammo Capacity Rank 10, Reload Speed Rank 5.
-The PS-120 AP boasts Armor Piercing shells capable of completely ignoring enemy reinforced armor (Front, Side, Top) completely and allowing Tank Duels to be ended quick and fast. This cannon does not boast any form of splash whatsoever so be careful when dealing with enemy Infantry.
Secondary Weapon: E540 Halberd w/ Zoom Optics Rank 4, Maximum Ammo Capacity Rank 10, Reload Speed Rank 5.
-The E540 Halberd is for all tense and purposes a Rocket Launcher mounted on the top of the Tank, further increasing the devastating firepower of the Tank Destroyer against enemy armor. Just like the AP cannon, the Halberd does not boast splash damage and thus shots must be dead accurate to destroy a target.
-The Prowler Tank Destroyer is just as the name suggests, a destroyer of enemy armor. Ideally this Tank will only engage targets at Long Range, taking advantage of Anchored Mode to snipe at enemy armor. Equipped with Front Armor, in a Tank Duel the Tank Destroyer endeavors to keep it’s front facing the enemy armor as the front of a Tank has the greatest armor value stacked with the equipped Front Armor, making it the superior in a Tank Duel.
*Prowler: King-Prowler Variant.
Utility Slot: Anchored Mode Rank 4.
Defensive Slot: Reinforced Top Armor.
Performance Slot: Racer High Speed Chassis Rank 3.
Passive Systems: Acquisition Timer Rank 10.
Primary Weapon: PS-120 AP w/ Zoom Optics Rank 4, Maximum Ammo Capacity Rank 10, Reload Speed Rank 5.
-The PS-120 AP boasts Armor Piercing shells capable of completely ignoring enemy reinforced armor (Front, Side, Top) completely and allowing Tank Duels to be ended quick and fast. This cannon does not boast any form of splash whatsoever so be careful when dealing with enemy Infantry.
Secondary Weapon: G30 Vulcan w/ Thermal Optics, Reload Speed Rank 5, Maximum Ammo Capacity Rank 10.
-The G30 Vulcan is a Tank Buster boasting a Gatling gun design that is a unique faction specific weapon to the Terran Republic. This weapon is optimally used in Short-to-Medium ranged conflicts, roughly 150-200m max, but do remember that the weapon also gets a damage bonus when the target is hit at further range. This weapons first four shots are dead accurate so when dealing with ranged targets or infantry use it in bursts, otherwise go rambo on hostile vehicles, Recent buffs make this weapon highly devastating to Infantry. Thermal Optics allow the gunner not only to better identify Infantry threats but also to locate and identify Tank Mines.
-The King-Prowler is a heavy multi-purpose variant of the Prowler Tank, boasting a terrifying PS-120 AP Cannon that can destroy any hostile armor like a hot knife through butter, and the P525 Marauder Anti-Infantry Grenade Launcher that devastates enemy Squads with extreme prejudice. Thanks to Anchored Mode, when set up in a appropriate position this Prowler can maximize it's offensive ability to the point where it can devastate 2-3 enemy MBT' before it has to re-position for a greater attack angle.
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*Lightning: Skyguard
Utility Slot: Scout Radar Rank 5
Defensive Slot: Reinforced Top Armor
Performance Slot: Racer High Speed Chassis
Passive Systems: Acquisition Timer Rank 10.
Primary Weapon: Skyguard w/ Zoom Optics Rank 4, Maximum Ammo Capacity Rank 10, Reload Speed Rank 5.
-The Lightning Skyguard tank is a mobile Anti-Air platform, boasting a powerful Flak weapon on Auraxis, Arguably the strong AA period. The Lightning on it’s own is pretty weak on armor value so this weapon is best used behind the front line or off to the side hidden on Overwatch duty.
*Lightning: Raider
Utility Slot: IR Smoke Rank 4
Defensive Slot: Reinforced Side Armor
Performance Slot: Racer High Speed Chassis
Passive Systems: Acquisition Timer Rank 10.
Primary Weapon: L100 Python HEAT w/ Zoom Optics Rank 4, Maximum Ammo Capacity Rank 10, Reload Speed Rank 5.
-The Lightning Raider is a incredibly fast war machine, capable of flanking or charging into a enemy line and breaking them with the powerful L100 Python HEAT, it has the firepower to destroy whatever opponent it faces, often discredited because of it’s light armor, in the hands of the right Tanker this machine becomes a force of nature highly difficult to oppose.
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The Armor Divisions Primary Objective is to destroy enemy armor and vehicles, It’s Secondary Objective is to establish a overwatch with your heavy artillery pieces and set up a Iron Wall that places your Armor Division between a enemy counter-attack and your allied main force. Any other objectives are entirely situational pending on what the Squad/Platoon Commander demands of your unit.
Armor is expensive to field and difficult to replace when your Faction is in short supply of a armor depot that can field the appropriate vehicles or the availability of a Tech-Plant. In the event that your Armor Division is unable to field armor you need to adapt your unit to the changing situation while still maintaining the role of a Armor Division.
To this goal the Engineer should be adequately prepared to adapt to the changing situation but you should take advantage of a MAX Unit when no Armored Vehicles are available. Because of the requirements of your Engineers your Armor Division is already perfectly equipped to manage a MAX squad to fulfill your Armor Divisions objectives without Vehicles.
Prowler Pack MAX Unit:
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Camouflage: Indar Scrub Armor, Amerish Forrest v2 Armor, Rocky Tundra Armor (Essamire).
(See Above reasons of why Camo is important)
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Cosmetics are entirely optional but go a long way in showing your dedication to the cause through a uniformed look.
Cosmetic Armor: Composite Armor.
Cosmetic Helmet: White Skull Helmet.
Cosmetic Decal: Classic Skull Shield
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M3 Pounder HEGx2: This is a Anti-Tank weapon that is greatly under estimated among MAX, a MAX has a reasonably smaller profile then a Tank and can get behind enemy armor, hammering them in the engine block to make quick work of enemy armor.
NS-10 Burster x2 w/ Extended Magazines: The Burster is the most common form of Anti-Air on all of Auraxis, alone it’s scary for ESF but not so intimidating to a Liberator Gunship or Galaxy Dropship. To this ends MAX all across the Terran Republic pick it up, quantity is quality all it’s own.
M2 Mutilator x2 w/ Extended Magazines: The Mutilator of all the MAX units Anti-Personnel weapons allows you to carry more ammo, letting you hurl more firepower downrange at the cost of accuracy. This weapon is ideal for suppressing or sweeping enemy squads.
Suit Slot: Kinetic Armor Rank 5
Kinetic Armor increases your resistance to incoming attacks and stacks with each rank, This is ideal for letting your MAX endure and stay in the fight longer.
Ability Slot: Charge Rank 6
Charge let’s you maneuver around the battlefield with unreal amount of speed, this is great for flanking the enemy position, storming a enemy cluster to break there line, or retreating to a allied Engineer on a moments notice.
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Having a Armor Division is a pointless endeavor unless you have the Strategy and Tactics to deploy your units effectively on the field of battle. Understand the strengths and weakness’ of your Armor and know when to pull them back, Armor is a expensive tool and difficult to replace and the longer you can keep your tanks alive on the front line the better.
“Your foe is well equipped, well-trained, battle-hardened. He believes his gods are on his side. Let him believe what he will. we have the tanks on ours.” -Colonel Joechim Pfeifl, Krieg 14th Armor Regiment.
Basic Tactics and Strategy
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Juking is one of the most age old basic of tactics on Tanking. Juking itself is reminiscent to a aircraft strafing a target. The tank simply maneuvers forward and backward about 10-15m, give or take depending on the situation. Juking is at it’s most effective when the Tank is cresting a hill or ridgeline, revealing itself only to fire before retreating back behind the cover of the ridge to avoid incoming fire.
Engineers are the life blood to keeping your Armor Division alive, they are responsible for repairing and maintaining all your vehicles, They can drop ammo packs to keep allied infantry weapons at full capacity, they can deploy unique Turrets for fire support options and they can be used for deployable cover. Engineers should always remember as a golden rule, to repair allied armor from the sides, NEVER from the rear of the tank. A Prowler or Lightning that’s Juking may accidentally crush the Engineer under it’s treads.
Tanks are Cannons on wheels and Cannons are NOT meant to be used up close, practically in melee range, If you’re a poor shot then you shouldn’t be driving a Tank. Cannons are meant to be used as long range artillery pieces, no tanker (depending on the situation and tank) should be engaging a threat under 100m. The Prowlers unique ability Anchored Mode, used in the Gladiator and Tank Destroyer Prowler variants, is used at it’s best when the Prowler is engaging long range threats but is a suicide choice when confronting the enemy up close because it leaves you immobile.
Likewise the Prowler brings to battle 2 main barrel cannons so it can throw more firepower downrange then the enemy can, this combined with anchor mode make the Prowler the greatest weapon for long range engagements, and when the enemy closes the distance the Prowler takes advantage of it’s speed to quickly redeploy to a more advantageous position.
The greatest weakness to any armored vehicle is it’s rear Engine Block, This is where your fuel tanks are so a well placed shot will detonate the fuel tanks and do double the damage to the armored vehicle. Because the engine block is entirely unarmored this means Tankers must take special care to protect the Engine block. Secondary Gunners must be vigilant to keep watch over this. It’s often ideal to have a Tanker deploy with a secondary gunner to this end.
Air-Raids are a Tankers natural rival, Aircraft are always looking for easy targets and there’s no easier target for them to pick on then a big old war machine like a Tank. Don’t let this scare you, there are a few options a tanker can do to counter a enemy air-raid. The first of which is the Armor Support Sunderer, fielding two Ranger Flak Cannons they can keep enemy aircraft at bay. Another option is Auraxis is covered in hills and ridges, mount your Tank on a incline and it gives you that extra lift to angle your cannon to hit enemy aircraft.
Another option for Tankers, again involving natural terrain, are Trees and Rock, hugging a rock can increase your survivability and limit the angle of attack a aircraft has to approach you from. Trees are your absolute greatest ally in fighting off enemy Air-Raids because most trees have a large canopy the hide your armor from casual view of enemy aircrafts.
Urban Situations like main facilities (Amp Station, Tech Plant, Bio Lab) are nightmares for Armor, these are environments where Infantry can thrive, hiding around corners and even jumping from roof tops, a Hunter Variant Prowler is your ideal choice when dealing with these kind of fights, beyond that you’re better off keeping your armor on Skirmish duty on the edge of the facility, patrolling around for enemy counter attacks, establishing Overwatch and Iron Walls.
Skirmish: Staying at range, forming a battle line and bombarding the enemy from long range is not always the optimal strategy, there are rare times when you need to barrel into the enemy force, flank a enemy MBT in a Tank Duel, Drive into a urban situation or simply just respond to a surprise attack . In these moments is when you break the battle-line and operate independently from the Squad just to survive the fight, these moments are called Skirmish attacks. Don’t get Tunnel Vision or get greedy seeking just one more kill and pay attention when the Armor Commander calls to reform the battle-line.
Advanced Concepts
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The Terran Convoy:
Convoys are a age old tactic used to safely transport large amounts of troops and other war material from one fight to the next, they are extremely slow and large targets, easily prone to enemy harassments but highly effective at pushing through a enemy line and preserving your force for a long campaign on a rebel front. Convoys cannot be successful with anything short of Platoon worth of troops.
In a 48 man Platoon the Convoy is at full strength with the following setup:
*4 Squads:
-2 Infantry Squads to escort the Convoy with disciplined fire-teams.
-1 Auxiliary Squad to handle repairs, general supply, and Support Sunderers.
-1 Armor Squad to pull Prowlers and Skyguard tanks for heavy weapons support.
Air escort is entirely optional pending on the situation and Platoon Commander. Enemy Dalton/Tank Buster Liberators will be a significant threat to your Convoy so if a Air escort is requested they are better off pulling 12 Air-to-Air Mosquitoes. Air doctrines typically require the Air-Force to fall back to allied air-bases for resupply but because of the nature of the convoy the Air-Force can resupply right on the front line.
*Vehicle Options:
-2 Infantry Support Variant Sunderer‘ for the 2 Infantry Squads, these add extra muscle to your force.
-2 Armor Support Variant Sunderer’ for the Auxiliary Squad, These will keep your convoy well supplied on ammunition for the armor. And the Rangers will help deter Aircraft.
-2 Auxiliary Variant Sunderer’ for the Auxiliary Squad, These will keep your armor repaired and the Bulldogs give close fire support for the Convoy.
-4 Prowler Tank Destroyer Variants for the Armor Squad, These will directly protect the Convoy from hostile Armor.
-4 Lightning Skyguard Tanks for the Armor Squad, These will increase the Convoys resistance to Air-Raids.
All Sunderers will have 3 man crews, all MBT’s will have 2 man crews. Each squad is directly responsible for maintaining there section of the Convoy but more specifically the Auxiliary Squad will be a blanket, responsible for the management and upkeep of the entire Convoys vehicle compliment.
The Ultimate Priority of the Convoy is to safely escort all Sunderers from one fight to the next, To this goal the Convoy has to move slow to keep everyone together, like a juggernought, the entire convoy when it acts in unison is similar to a Land-Battleship and when successfully pulled off is unstoppable to all but the most disciplined of opponents.
Moving such a Convoy is no easy task and thus you should obey the following rules:
1). The Platoon Commander is the most important, he decides where the Convoy is going and so he must remain with the Infantry Squads, the Infantry Support Variant Sunderer is the most heavily armored and well protected in the Convoy and so it’s safe for the Platoon Commander and staff to ride with these as he commands from the safety of the Sunderer.
2). The Armor Commander is directly responsible for guiding the Convoy, when the Platoon Commander decides on a destination, the Armor Commander is responsible for figuring out how to get the Convoy from One position to the Next, and whereto deploy the Sunderers. Leading from the Command tank and marching from the tip of the spearhead. The Armor Commander must watch the armor with great care, making sure the Prowlers and Lightnings don’t’ race to far from the Convoy or risk showing a weakness to the Convoy.
3). Infantry Squads are the bulk of the force defending the Convoy, depending on there Commander they are well geared to protect the Convoy from any and all threats, Infantry can attack hidden targets that the Tanks cannot. The Infantry Commander must take great care to make sure his squads don’t drift far from the convoy in pursuit of glory and easy kills.
4). The Auxiliary has a monumental task of making sure all vehicles within the Convoy are repaired and fit to fight, Don’t let the enemy see smoke or they will focus fire and turn the convoy to slag. Sunderers take priority to repair over the Prowlers and Lightings as they carry the AMS.
5). The Air Commander must make sure his Squadron remains at a safe distance, watching the Convoy but out of view, when the enemy spots the Convoy they will engage it rather then the Squadron, allowing the Air-Wing to blind side and annihilate the enemy. Letting your Pilots hover over the convoy and hug it makes your pilots not only easy targets, it gives away the Convoys position to surrounding enemy elements, and diminishes the Convoys fighting power. The time wasted regrouping at a allied Air-Base to replace Aircraft is time that could be used destroying threats to the Convoy.
Each Squad Commander from the Infantry, Auxiliary, Armor, and Air are absolutely vital, plans rarely survive the battle and it’s the responsibility of each Squad Commander to make sure each squad is doing there role and not being tempted to leave formation and chase targets, Don’t get Greedy.
The Convoys ultimate shape will consist of the Spear Head, the Main Body, and the Rear Guard. The Spearhead being the armed and fighting forces, the Main Body is the Sunderers and all supporting elements, and the Rear Guard is a splinter force of the main fighters.
Ultimately the 2 Prowler Tank Destroyers and 2 Infantry Support Variant Sunderers will be your spearhead, they will be the first force the enemy should engage and thus will see the heaviest fighting. The Lightning Skyguards and all of the Auxiliary Squads Sunderers will remain to the rear, avoiding the heavy fighting and giving room for the Prowlers to juke in battle. The 2 remaining Tank Destroyers and the Skyguards should take great care and patience to serve as the Rear Guard, protecting the Convoy from flanking attack, depending on the situation the 2 extra Prowlers can move up and support the Spear Head.
The Wagon Circle:
Part of the Convoy strategy, when the Convoy arrives at it’s intended destination or is engaged while in transit, one Sunderer will deploy, it doesn’t matter which one so long as a AMS is deployed and ready. The remaining Sunderers will form a circle, setting up a Iron Wall protecting the one deployed Sunderer and this gives Infantry Fire-teams cover to hide behind so long as the Auxiliary can keep the Iron Wall repaired. Prowlers and Skyguards will spread out and skirmish on the edge of the Iron Wall, taking advantage of there speed to do this. Sometimes when the Armor has to skirmish they will wander away from the Armor Train to either chase priority threats or find a optimal firing position to maximize the damage they can cause to the enemy. Armor Commanders must walk a careful line when they allow there Tanks to Skirmish during a Wagon Circle.
“Captain, the reason we've got these tracks is to get us into trouble faster. Now I suggest you mount up and move out. The enemy is that way, don't stop 'til you find him, and don't come back 'til you've beaten him.” -Commander Colonel “Snake” Stranski, Commander of the Cadian 14th Mechanized Infantry