houses to begin working for as a merc

Pages: 1
ghostrider
06/20/22 10:50 PM
45.51.181.83

Edit Reply Quote Quick Reply
The conversation for a new play thru has come back to which house is the best to work for when you start.
Without having a grudge against the party, it would seem the FS is the best towards mercs, but the next set comes into the discussion.
The LC would appear to be the second choice, but with the social generals being there, your unit is probably going to be killed from their stupidity.
The DC seems to be a better choice, if you can put up with the crap talk from the regulars, and keep an eye out for being stranded or short changed. They are also more likely to win fights then the LC.
The FWL isn't that bad, but the shifting policies of each region causes you to question if your employer will still be there when you get done.
The CC argument holds true. If they don't try and short change you, you can gain a lot of reputation by hiring in with them.

Most dislike it when they create a backstory, but facts don't match up. Saying the unit was left behind enemy lines, yet you start out working for the nation that left you there doesn't work.
Having nation specific mechs, while coming from a nation that doesn't make them doesn't work either.
This discussion has a few upset, as they want to come out of the best training facilities with assault mechs, while being ace gunners, but yet couldn't get into the academy to begin with.
The paths given in MW 3 don't make sense either. To go thru one path, it would mean you are in your mid 20's possibly almost 30 before you are ready to start. This is figuring you actually graduated at 16. Three paths with an average of 2-3 years each comes to mind, with the 4 year rolls really causing aging.

So input is requested here. The MW edition isn't required, as we have been taking the best out of all, and throwing out the other garbage that doesn't work well.
Karagin
06/20/22 11:07 PM
70.118.172.64

Edit Reply Quote Quick Reply
I would say the Fed-Suns depending on the era.
Karagin

Given time and plenty of paper, a philosopher can prove anything.
CrayModerator
06/21/22 04:40 PM
136.226.19.185

Edit Reply Quote Quick Reply
The Draconis Combine is bad with mercs in most post-Star League eras but it is particularly bad in the 3029-3050 period when Coordinator Takashi Kurita issued the "Death to Mercenaries" edict. As the subtle title suggests, the Combine attempted to murder virtually all mercenaries in the Combine.
https://www.sarna.net/wiki/Death_to_Mercenaries

Prior to the "Death to Mercenaries" period, the Combine liked to entrap mercenaries in bad contracts that gradually impoverished and indebted the mercenaries to the Combine. If the scheme worked then the bankrupt mercs would end up giving their assets ('Mechs, DropShips, and JumpShips) to the Combine. The old "House Kurita Sourcebook" details this scheme under the sidebar, "Snakes and Sneaks."

As noted in Field Manual: Mercenaries p. 21, Combine society generally views mercenaries with contempt so the problem isn't restricted to the DCMS.

So, the Combine is usually at the bottom of employers' lists even when the Combine pays well (Clan invasion era).

The Capellans are better than the Combine. The Capellans leave mercenaries to find and buy their own supplies, but generally give flexibility to mercenary commanders. Since the Capellans need mercenaries desperately in most eras, they tend to pay adequately. The only area of real friction is social: higher castes are prone to trying to put mercs in their place. (Lower castes never question the Chancellor's wisdom of hiring mercs and therefore are quite helpful.)

The Free Worlds League (through 3067) didn't hire many mercs but its sub-states did. They were noted for paying well and (post-Helm core) offering excellent supplies. The worst risk of FWL employment was being used in civil wars. (p. 22 FM: Mercenaries.)

The Lyran Commonwealth/Alliance pays well, better than almost any other employer. However, its business-oriented society means it has tough negotiators. On the other hand, the business-oriented society means that Lyrans respond well to mercenaries unlike, say, the Combine. They tend to be stingy on salvage during the late Succession Wars but are happy to crank up support compensation and salaries in compension (p. 21 FM:Mercs). The risk, of course, is getting stuck with a Social General as a liaison or commander.

The Federated Suns has generally been the best employer if not the wealthiest as it treats its mercs well. The AFFS has well-trained officers who handle mercs well (unlike the Lyrans) and the society respects them.

So, in order of best employers to worst:

1. Federated Suns
2. Lyran Commonwealth (tie)
2. Free Worlds League (tie)
3. Capellan Confederation
4. anyone
5. else
6. except
7. the
8. Draconis Combine
Mike Miller, Materials Engineer

Disclaimer: Anything stated in this post is unofficial and non-canon unless directly quoted from a published book. Random internet musings of a BattleTech writer are not canon.
Pages: 1
Extra information
1 registered and 125 anonymous users are browsing this forum.

Moderator:  Nic Jansma, Cray, Frabby, BobTheZombie 

Print Topic

Forum Permissions
      You cannot start new topics
      You cannot reply to topics
      HTML is enabled
      UBBCode is enabled

Topic views: 3127


Contact Admins Sarna.net