Fenrir - Brief notes and more

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Requiem
07/11/18 04:25 AM
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Fenrir, named after the monstrous wolf in Norse mythology, is a new addition to the rolls of the Federated Commonwealth military. Established in the earliest years of the Clans invasion of the Inner Sphere Fenrir is a deep reconnaissance and assault force.

Their emblem, the Viking runic script for Fenrir.

Assigned to conduct covert reconnaissance missions within the Core-ward Area of the Deep Periphery, their operational objectives are to locate Clan forward re-supply depos, Jump-ship supply ships and routes. They were then tasked with deploying all necessary forces to capture or destroy these facilities / jump-ships with their special forces. In the event their available forces were considered to be inadequate Fenrir Commanders were authorised to utilise their K-4 Series transmitter, in a hub-and-spoke arrangement, to request assistance from the Fenrir Assault Unit.

Initially, members of the Federated Commonwealth’s High Command considered Fenrir nothing more than a dangerous experiment – diverting valuable resources from the front line – and assigned a mission that was considered hopeless. They proved their detractors wrong when shipments of Clan supplies and personnel were beginning to be transferred back into the Inner Sphere and then forwarded to research and development, or to the front lines for retrofitting, earning the unit grudging respect and acceptance.

Unbeknownst to many within the Federated Commonwealth’s High Command Fenrir was provided with a unorthodox support personnel. A Former Periphery Pirate was assigned to each Fenrir Unit, under the personal recommendation of Fenrir’s Executive Officer, and in the capacity as a support personnel to Fenrir’s mission as well as a civilian historian whose expertise included the vanished Rim Worlds Republic ( both providing their Fenrir Commander guidance and information).

Every Fenrir member, historian and former pirate must pass a strict background screening by the Intelligence Corp.

Training
Prior to conducting operations Fenrir units conducted extensive training including shake-down trials and Op-For missions in and around the Hood IV System.
Hood IV has since become Fenrir’s Headquarters and base of operations from which to launch their missions into the deep periphery.

Officers of Note
Commanding Officer – Ksandra DeChavilier
The DeChavilier family is an aristocratic family of great distinction, long military traditions and considerable eccentricity she is the oldest daughter of Hauptmann-General Mitch DeChavilier, of the 12 Star Guards, privileged by birth and education, intelligent and resourceful, she had tried being an artist, architect, and mountaineer – and found success in none of them. The military was her salvation. Upon Graduating Nagelring on Tharkad she was initially assigned to the 6th Lyran Guards.


Executive Officer – Susie “One-Eye” Morgraine-Ryan
In Late 3050 Susie was rescued from a Jade Falcon Re-education Camp by a Federated Commonwealth Commando team.
Since then Fenrir has provided her with the opportunity to exercise her revenge against the Clans, even if it requires her to align herself with the Inner Sphere.

Forces as at 3051-52
Fenrir initially consisted of twelve reconnaissance units – designated Strawberry one to twelve –and developed into one of the elite, a highly sophisticated military special forces Unit, within the entirety of the Inner Sphere and equipped with some of the most advanced equipment.

The Naval Reconnaissance unit consisted of:

One Invader Class Jump-ship:
Cargo: 522 tons
Bay 2: Small Craft (2)
Drop-ship Capacity: 3
One Triumph Class Drop-ship:
Cargo: 3,260 tons
Bay 1: Vehicles (45 Heavy)
Bay 2: Cargo / Vehicles (8 Light)
Bay 3: Infantry (4 Platoons)
One Overlord Class Drop-ship:
Cargo: 50 tons
Bay 1: ‘Mechs (36)
Bay 2: Cargo
Bay 3: Fihters (6)
One Vengeance Class Drop-Ship:
Cargo: 250 tons
Bay 1: Fighters (20)
Bay 2: Fighters (20)
Bay 3: Cargo / Small Craft (3)

Nt: Each Fenrir Unit’s ‘Mech, Vehicle, Commando Infantry and Aerospace units has been customised as per their Commanders discretion and available volunteer forces.

Fenrir’s Assault Unit consisted of one unit – designated Point Luck – which consisted of:

One Federated Commonwealth Regimental Combat Team a Regimental Aerospace Combat Team and a Navy Jump-ship Re-Supply Unit.

Colours and Insignia
Fenrir use a dark black paint scheme. Their insignia is set against a red disk.

Term of Operations
Each Fenrir Operations groups conducts a six month tour in the Deep Periphery – multiple re-supply convoys are dispatched in this time to resupply them.
Get thee to Coventry … Now is the winter of our discontent, made glorious by this daughter of Tharkad … Our army shall march through. Well to New Avalon tonight.
Requiem
07/11/18 04:26 AM
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First Contact – Cambridge (reference Wiki)

The Cambridge system is a Deep Periphery system that Clan Jade Falcon operated a back water naval base as part of the long route connecting the Clan Home-worlds with the Inner Sphere.

System Description
Located relatively close to the Deep Periphery systems known as Rondane and Wark, the Cambridge system primary is a type F3V star. The Clan garrison in the system was a surface garrison located 10.5 days from the system jump point.

In early 3052 a Fenrir group – Strawberry “X” – was actively working its way along the Deep Periphery in the hopes of finding a Clan facility as intelligence reports gathered made for a strong case of the existence of a Clan base hidden in the surrounding systems.

Fenrir - Strawberry “X” Official Report – 13 March 3052 – as sent via their K-4 Transmitter
Decryption reads …
….. Initial intelligence reports gathered, by our passive sensory satellites downloads, in addition to our historical archivist and resident pirate have determined there is a strong probability of a Clan base hidden in the Cambridge System.
Our research shows a pattern of Jade-Falcon Jump-ships emanating within the local systems on their way to the front that, in all probability, indicates that a staging ground is located in one of the nearby systems.
Strawberry “X” is therefore translocating to the Cambridge System to investigate.

Attached: Sensory data from our passive satellites as to the possible routes and schedules, by Clan support Jump-ships, into and out of their Invasion Operational Area.
Request secondary teams to be stationed along the route for possible capture / termination strikes.


Fenrir - Strawberry “X” Official Report – 20 March 3052 – as sent via their K-4 Transmitter
Decryption reads …
EMERGENCY FLASH ….
Clan communications traffic detected upon Cambridge.
Reconnaissance in force transferred to the dark side of Cambridge’s moon.
Orbital Jump-ship Repair facility in the process of being established detected.
Garrison Strength – Once Carrier Class Dropship – Assume 10 Fighters in orbit.
Commando force successfully inserted onto planet via Small Craft.
Two Garrisons Located
Primary – Supply Depo within reinforced bunker Located 20km East from secondary target – connecting unsurfaced road between primary and secondary target.
Garrison strength - trinary (15) Omni-Mechs and 3 stars Elementals (15)
Secondary – Dropship and Aerospace field
Garrison Strength – two Stars Fighters (10); One Star Omni-Mechs (5) and 2 Stars Elementals (10)
Tertiary – Dormitory Blocks for approximately 100 individuals
Garrison Strength - Nil
No response detected from Jade Falcon Garrison as to the presence of Commando Unit.
Will proceed with Attack Plan Alpha as per attached documents.

Request additional salvage Dropships with immediate effect.

Objectives -
1. Destruction of Jade-Falcon’s orbiting Jump-ship;
2. Neutralize Airfield;
3. Capture supply depo - in tact;
4. Transport all salvage off world and returned to the Inner Sphere before Clan Jade Falcon Relief Forces arrive.

Game Set Up/ Defender / Attacker / Amount of Re-Supply Cargo – and deployment will be up to each ‘game-master’ to determine.

Victory Conditions (all or nothing scenario)
1. Destruction of orbital facility;
2. Destruction / capture as many fighters as possible;
3. Destruction / capture as many ‘Omni-Mechs as possible;
4. Destruction of all Elementals;
5. Capture of Supply base and Dormitory barracks intact.
6. Transfer as much Clan re-supply cargo as possible to the Inner Sphere.

Special Rules
Time before Jade-Falcon relief forces arrive and the nature of these relief forces is up to the game-master – ie. anything from a Warship to a Cluster of ‘Mechs. (suggest 4D6 days from kick off)
Unknown Solahma unit – game-master may introduce an additional trinary of 2nd Line mechs from a Solahma unit as they are on a training exercise whilst Commandoes completed their reconnaissance mission.

Kick off to commence 03:00 hours 30 March 3052.

Arrival of Inner Sphere Salvage Transport force’s arrival 2 April 3052
Approximate time to load all Dropships 2 days constant work.
Get thee to Coventry … Now is the winter of our discontent, made glorious by this daughter of Tharkad … Our army shall march through. Well to New Avalon tonight.
Requiem
07/11/18 10:07 PM
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Suggest not allowing the Clan Forces to consolidate - speed and firepower over individual objectives -restricting the movement of others if possible.

However prior to the main assault use your commandoes against the fighters along the runway?

how do you see your team succeeding?
Get thee to Coventry … Now is the winter of our discontent, made glorious by this daughter of Tharkad … Our army shall march through. Well to New Avalon tonight.
Requiem
09/17/18 08:08 PM
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When Canon History becomes unacceptable and denies all common sense it should be disregarded.

Revisionist history by gamers is there to ensure there is a dynamic and fun game and this is the only practical answer.

Thus …

Retreat? HELL NO! - The Federated Commonwealth Marine Corps

An ‘all volunteer’ military Corp established late in 3051 the Federated Commonwealth Marine Corps, or more commonly known as Fenrir, is a branch of the Federated Commonwealth Armed Forces responsible for conducting expeditionary warfare within either the Periphery or the Deep Periphery.

These units are designed with the express purpose of hunting Clan staging areas, resupply convoys and supply depos with the express purposes of raiding these sites of all their military assets, which are then returned to the Federated Commonwealth for their subsequent integration into the AFFC as weapons update packages.

They have been provided not only with some of the most advanced Battlemechs, Vehicles, Aerospace fighters, Commando Infantry and advanced communications packages they operate upon multiple bases of operations, these include …
• Camelot Command within the Dark Nebula;
• Various staging zones within the Deep Periphery; and
• The Planet Adelaide, which acts as their Primary Base of Operations.

They are also provided with the expertise of former Periphery Pirates who assist with navigational advice throughout the Periphery and the Deep periphery.

And they are guided by their communication in the use of Black Box technology.

Bur what else do they do?

• Exploration of the unknown;
• Cartography of known and unknown systems; and
• Topography of worlds that are considered to be viable for colonization.
• Unofficially, assisting big business find new mineral and gem deposits – taking their geologists for a ride?

(Thus setting the scene for a future colonization of the Deep Periphery and the new wild west of the Battletech Universe)

Piracy on the high seas of the void?

• Unprotected Clan re-supply convoys are primary targets for their unique “savage” methods.

Wolfpack manoeuvres?

• Single and multiple Fenrir units will utilize their Vengeance Carriers, Aerospace Fighters and Alamo Missiles (5Kt Nuclear Missiles) to eliminate all convoy escort warships.

Coordinated Response?

• A coordinated regional response is required by the three major powers in that they are capable of mounting a defence against the invading Clan forces within the Periphery and the Deep Periphery. These are ComStar (With their Warships and Cartography maps), Federated Commonwealth and the Draconis Combine (together with their Marine Corp variant of Fenrir).

What will this lead to?

• An advanced game of ‘hide-and-seek” between the invading Clans and that of the Inner Sphere Coalition forces. As Clan forces attempt to hunt down Fenrir and their allies whilst simultaneously attempting to protect their convoys.
• Fenrir and their allies establish multiple hidden bases from which they prey upon the Clans as well as finding ambush sites from which to strike.

Other possible finds?

• Star League Defence Force Facilities or even Rim Worlds Republic supply depos and facilities could also be “out there” for any of the forces to find and salvage for their own needs.

The Use of a “letter of Marque” – The re-introduction of the Privateer or Corsair into the game

• These documents are a licence to fit out a vessel and use it in the capture of enemy merchant shipping and to commit acts which would otherwise have been constituted as piracy.
• Thus by allowing Letters of Marque into the game you could allow elite mercenary units / former pirate units to also operate within the Periphery and Deep Periphery whilst combatting Clan forces.

(If the wording is vague these Letters could have far reaching consequences – such as if the enemy is not specifically identified the could be used by a Pirate force on behalf of the Federated Commonwealth against Draconis Combine Shipping – especially if there is no end date and the Letter of Marque is allowed to be passed down by through each blood descendent lineage in perpetuity.
They are therefore to be considered as an unofficial part of each House’s Navy)

Anime Examples of what I was basing this upon -

• Roughnecks;
• Captain Harlock;
• Queen Emeraldas;
• Glass Fleet;
• Bodacious Space Pirates
• Sol Bianca;
• Exo Force;
• And even Battlestar Galactica or other science fiction movies could be considered as reference material.

Expanding into these areas can only enhance the Alt-History game – something the Cannon is sorely lacking in.
(In my opinion for the Clan’s Invasion of the Inner Sphere and thereafter)
Get thee to Coventry … Now is the winter of our discontent, made glorious by this daughter of Tharkad … Our army shall march through. Well to New Avalon tonight.
Requiem
09/18/18 05:12 AM
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Historical points of consideration …

• Napoleon invading Russia;
• Germany invading Russia WW2; and
• Japan and WW2

So how do you maintain a supply line during combat operations requiring a 5-6 month travel time alone?

• Consumables;
• Spare Parts and Equipment;
• Spare Personnel ; etc

And why has this never been answered?
Get thee to Coventry … Now is the winter of our discontent, made glorious by this daughter of Tharkad … Our army shall march through. Well to New Avalon tonight.
ghostrider
09/18/18 12:38 PM
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For someone that claims to know war, and yet ask why supply lines of any length are not answered, leaves me wondering if thought is put into questions and answers for a lot of given information.

There is no real one answer to any supply lines in a war. The ebb and flow changes how they have to go, and where.
Most try to get around this with huge supply convoys, hoping that if the enemy attacks, some will make it thru. Wasteful, but about the only thing you can do in SOME situations. Air drops when the enemy dominates the skies.
Rushing massive amounts of ships/trucks to bum rush lines, while armed forces try to distract the guards/pickets.
Sneaking them in is yet another option, which is more preferable as you are less likely to take horrendous losses trying to get some thru.

As mentioned, constant changing in routes the supplies take. Decoys and raids to draw off the enemy is another valid tactic.
The only real common thing in any option is the supplies, where they start from, and where they are going.
The idea of sending just what is needed is where most screw up at. You will take losses, so that means you have to send one hell of a lot more supplies then what is needed. And yet, most planning in war games don't seem to take that into account.
Requiem
09/18/18 06:50 PM
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The issue here is in understanding how to transfer vast quantities of materials and replacement personnel, for multiple Clans, utilizing a viable and sustainable logistical chain from Clan Space to not only their conquered worlds but also to their forward operational zones.

In the interest of maximising resources available this would require a vast fleet with their largest cargo carriers to set off from Clan Space. Once they reach a viable point close to their operational zone they disembark their cargo onto a space station where all said cargo undergoes bulk breaking (That is where you take a large quantity of a single product and you distribute it out as required for their individual recipients ie each individual Clan). Thus you are creating a hub and spoke arrangement as to the logistical chain from this space station to each of the individual Clans newly occupied worlds and their forward operational zone units as each Clan will utilize their own transports or those of Diamond Shark as their resupply courier cargo transports.

In addition each Clan would have had to establish vast warehouses in which to store their consumables – as believing in a just-in-time resupply schedule is a recipe for future disaster upon the battlefield – plus each wave of the invasion will require vast amounts of consumables as well as replacement personnel and vehicles to maintain the overall effectiveness for each Clans individual units.

Thus in the interests of not putting all of your eggs in one basket you could assume it to be in the interest of maximising the security requirements of resources available, prudent to have multiple re-supply warehouses scattered throughout the Deep Periphery for each individual Clan within the Deep Periphery and close to their operational zone.

This therefore gives the Clans three Jumpship Fleet Movements …
• First, between Clan Space and the Space Station;
• Second, between the Space Station and the Warehouses; and
• Third, between the Warehouses and the Forward Units within each Clan’s Operational Zone.

So, how hard is it to write this into Cannon in understanding Inventory maintenance?

And how hard could it have been to include this as a side note in the Invading Clans Book?

How hard could it have been to make a map of this for each Clan with a breakdown of worlds, possible supply routes and size of each Cargo Convoy and what they are being protected with (destroyer warship escorts).

So, now it is up to the Alt. History fighters to make their own.

Thus what can we consider to be Fenrir’s overall aim at this stage?

• Disrupt and capture as many as possible within the Third Fleet – whilst attempting to find and capture as many warehouses as possible.
• Follow the Second Fleet Back to Space Station;
• Capture / destroy the Space Station thereby disrupting the entire Clans forward momentum as they all undergo a major supply shortage in consumables etc.

Yes I agree each Clan will use different systems to go through to reach their destination. But what will not change is where they must warehouse their inventory, as it cannot be stored within the operational zone (security protocols) as this would leave them vulnerable to attack by the Inner Sphere, and this could then lead to a crippling blow towards their forward momentum, and then becoming the new iL-Clan. So it is therefore better if their individual warehouses are kept safe within the Deep Periphery. (Where in their arrogance they believe they are inviolate).

Starting point?

• Information gleamed from Insurgents within the Clan Occupation Zone – arrival time of any resupply dropships and the time between each successive resupply mission
• and then working back from there by utilizing the knowledge of your former pirate (smuggling and piracy routes)as well as any Comstar supplied maps of the region.
Get thee to Coventry … Now is the winter of our discontent, made glorious by this daughter of Tharkad … Our army shall march through. Well to New Avalon tonight.


Edited by Requiem (09/18/18 08:57 PM)
Requiem
09/18/18 09:59 PM
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Where to next?

• Large number of new systems are added to the exiting periphery / Deep Periphery Map – a good 80% to 90% of which will be uninhabited – the remaining 10% to 20% have a viable planet.
• Add in hidden Clan Bases as well as former Rim Worlds Republic bases and Pirate enclaves – the number of which will be up to each group to determine.
• Work out each Clans Base’s Defending Forces as well as what they are guarding.
• For Clans - Not only depos, other basses should also be considered, such as a shipyard; training facility for Mechs, Aerospace Fighters and elementals; Factory Complexes (munitions) + Foundry and a Chemicals Factory (in the process of being established) + a new civilian town + farm (food) + Generator Complex (all ancillary businesses necessary to establish a fully functioning munitions plant).
• Work out each Clan’s Supply convoys specifics – timing, size (Jumpships and Warships)
• Remember as the size of the Clan Occupation Zone increases so to must the number of Convoys increase to keep newly established Garrisons supplied.
• There is also a possibility that some Clans may place smaller supply depos upon former Inner Sphere Worlds. If these become known to the resistance consider running an objective raid against this target.
• Plus any other facility that is necessary for an invasion.

Create your unit and good hunting …
Get thee to Coventry … Now is the winter of our discontent, made glorious by this daughter of Tharkad … Our army shall march through. Well to New Avalon tonight.
ghostrider
09/19/18 12:43 AM
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They would unload cargo onto a space station?
I doubt they would have space stations in all jump points along the route. More likely they would drop the cargo in orbits, or on worlds. That is IF they even unload it off the transports in route. It is very likely, most cargo would not be released until in the IS invasion corridors. But as there was one station mentioned in one of the books, I can see where that idea of having more of them seems likely.

The initial invasion had each invading clan dealing with their own logistics, with the Diamond Sharks in later stages being the most likely to have supplies they would 'sell' to the other clans. In canon, this would mean only reliance on their own network. Part of how Clan Wolf took the lead. They put some supplies in front of the lines for quick refitting and rearming.
It also shows each clan used a different route as well.

I doubt the original story line had the developers really looking into the route. It was meant to move the story line forward, and given the fact that some of the ideas were not original, as well as proof reading and testing was not that complete, they did not go much deeper.
Now how much tonnage does a warship/dropship/jumpship have in tonnage for equipment? The original invasion had most clans thinking they had to much with them.
Second, the ships put forth in the invasion numbers probably does not have ships making runs to and from the home worlds. So they would have different ships running the supplies.

Unless you are changing how the clans function, replacement units came from the home worlds, if they could not overcome the use of IS garbage. Even munitions would be brought in, until the battle with comstar showed most, they could not sustain that thought. As said before. The invasion was thought to be over before they needed large groups of replacement units, with the Wolves being the exception.
And if you follow the stories, the clans did have depots on worlds they were invading, as well as conquered worlds. If not, refer to the battle of Tuyykid. Comstar over ran more then a few depots the clans had established in their attack. Other worlds as well.
Requiem
09/19/18 02:29 AM
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Refer Wiki – Transfer Stations – an orbital cargo way stations. (they had multiple stations located throughout the Deep Periphery)

Each clan dealing with its own logistics is incredibly inefficient this is why I have taken the route I have – one combined fleet to get it to a Transfer station – there after that each clan makes its own arrangements to either transfer them to a supply depo or transfer them straight into their Operational Zone within the Inner Sphere. So each are providing targets of opportunity.

Yes they would have different ships operating within Convoy operations up to the Transfer Station – However thereafter it comes straight back to those as per cannon naval figures supplied.

Yes the Clans did believe they had taken too much with them – However, this was based upon the premise that the invasion would be over by “Christmas”. Look how that turned out, thus as time went on they would have to established a permanent Convoy system to ensure their units are fighting at peak efficiency (this includes a backup of inventory and personnel in the event it is immediately required – hence the need for supply bases). Thus a continual stream of targets going into and out from the Inner Sphere / Deep Periphery.

Refer map of Periphery / Deep Periphery as to the number of depos etc. that the Clans established – all I am doing is ensuring the proximity of spare parts, vehicles and replacement personnel to a staging area(s) within the Deep Periphery.

This Alt. History not only is it more believable than that of the Canon, it will also ensure a more enjoyable game than that of the Cannon Invasion. Plus it will give Inner Sphere forces the ability to reduce the technology gap at an increased rate that that of the Canon thus the Clans could soon find themselves fighting more equal battles.
And as more Fenrir and Draconis Combine Units come on line the Inner Spheres ability to strangle the Clans ability to receive Convoys - no consumables, spare parts, vehicles or replacement personnel. Hence can I see a counterattack coming?

In addition this also allows for a unique story line – what would you do if you found a Clan Munitions factory being established and next to it was a small enclave of a few thousand Clan Civilians working on establishing this factory as well as all the requirements needed to establish a colony?
Get thee to Coventry … Now is the winter of our discontent, made glorious by this daughter of Tharkad … Our army shall march through. Well to New Avalon tonight.
ghostrider
09/19/18 03:36 AM
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I understand not wanting multiple supply routes as it makes it difficult to hit them all. The issue is once you hit them a few times, the clans will send more warships/battle dropships to guard them.

But I do need to ask, and this is overlooked by most, including the canon version.
Why does everyone thing the clans would be using normal people to run factories?
They are supposed to be superior in technology, why not have them fully automated?
Remove the people from being able to screw with it. The IS had some. It would stand the clans would have more then a few.
Might need people to deliver ores and maintenance. Don't really need a huge community.
Requiem
09/19/18 04:37 AM
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Who said anything about a single supply route for each Clan?, yes there will be multiple routes changing as required. Don’t want to make it easy unless it is a trap designed by the Clans to destroy a Fenrir unit ….

As for the Labour Caste from the Clan Worlds, what do they do? … I was discussing building a munitions factory, and even if it is fully automated you will require a maintenance crew to keep it operational.
Second, Clan Overlords (warrior Caste) don’t care about their human non-warriors and as such provide these individuals with menial labour such as building munitions Giving them Fully Functional Facilities would be considered a waste of resources when you have so many indentured workers to do whatever you tell them to do!

A basic Community will include ….
Those who build and maintain the factory
Energy Grid
Miners
Foundry Workers
Chemists
Those who build the Chemical facility and maintain it
Electronics facility and maintain it (unless they are supplied off-world)
Building habitats
Building farm – food
Building Hospital – Doctor, Nurses, Pharmacists, technicians etc
All Vehicles – require a maintenance crew
There also could be Children – School – School teachers
Supply depo initially for food etc
Plumbers, Welders, Electricians
And anyone else I have forgotten ….

So this small colony one of the Clans is establishing one to two thousand people as this will be a significant facility, once up and running.

So when found, what next?
Get thee to Coventry … Now is the winter of our discontent, made glorious by this daughter of Tharkad … Our army shall march through. Well to New Avalon tonight.
ghostrider
09/19/18 12:08 PM
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The only people that work factories are freebirths and failed warrior. So to most, nothing but vermin, only slightly higher on the evolutionary path then Surats. And that is only because they can talk. Surats haven't yet.
And running an automatic factory is actually less wasteful as human mistakes will not be present.
You won't need huge amounts of food and such sent there, since only a few dozen, verse hundreds to thousands would be needed if you left humans there.
The farms is one thing that may well do, as alot of the clans would not even touch IS food.
Though some solemha warriors would be needed to man the defense turrets and such.
A power grid is actually easy in this case. A fusion reactor powering the facitlies would also run the turrets and everything else. You won't need to have much beyond maybe a klick or two of the factory.

Schools is one of those things that I could see going either way. Only train those wastes of humans to do their specific jobs, and not worry about any more. It may be better to let their parents teach them, then to waste resources on anything but the warrior training. And haven't seen much suggesting they do have them. Other the warrior training.
Requiem
09/19/18 06:09 PM
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Do the majority of Clan Warriors have no empathy towards their freebirth citizens within their society? (As per Quote, “So to most, nothing but vermin, only slightly higher on the evolutionary path then Surats.”)

And as for those who have been designated / assigned to conduct menial labour work – no schooling what-so-ever?

To be a productive member of society should not all Labour caste individuals be trained in multiple areas to maximise the ability of society in order to overcome any shortcomings due to over specializing in one area only –that is, the sum of the whole is greater than the sum of the individuals.

Thought what would be done when a Fenrir unit discovers a Clan colony (within the Deep Periphery) who’s primary operation is the manufacture of ammunition and secondary all services necessary to maintain the colony.

The Colony is guarded by a solhama unit only (15 'Mechs or there about?).

A. Full Mech / aerospace etc. assault to destroy everything?
B. Limited Mech. Assault only to destroy the solhama unit and the factory only – limiting civilian casualties?
C. Covert assault – commando infantry assault - to destroy / incapacitate the solhama unit to capture the factory – dismantle it and then capture the entire civilian population – transfer factory and civilians back into the IS? Or just the Factory on its own?
D. Other?
Get thee to Coventry … Now is the winter of our discontent, made glorious by this daughter of Tharkad … Our army shall march through. Well to New Avalon tonight.
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