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Combat Manual For Kurita Warriors


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#1 Freeman 52

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Posted 28 December 2016 - 02:18 PM

Table of Contents



1. Introduction: The Dragon Roars

It is a dark time for the Draconis Combine. What once was a mighty Successor State has now been crippled by the return of Kerensky's people. Despite the buffer provided by the Free Rasalhague Republic, the Clans have come to dominate a great many worlds that we once considered safe from aggression.

But it is not a time for despair. Have you forgotten that Shiro and Urizen Kurita started as warlords in just one of many city-states in New Samarkand? Have you forgotten that Coordinator Hehiro Kurita was the first of the Great Lords to sign the Star League Accords, ushering in an era of unparalleled peace and progress? Do you not know that the Draconis Combine Mustered Soldiery was once seen as the shining example of warrior prowess that the Star League Defense Forces strove to follow?

Kerensky's heirs owe their very existence to the Dragon. And in years to come they will also owe it their death.

Though the DCMS falters in the face of superior technology and tactics, we will adapt and improve. We did it once already, when Minobu Tetsuhara built the Ryuken regiments after the example of Wolf's Dragoons, and Yorinaga Kurita formed the Genyosha. Again, when Theodore Kurita turned the infamous Legion of Vega into a proud and strong unit, and then organized the Ghost Regiments to fight off the Davion invaders in the war of 3039.

The Draconis Combine looked old and ineffective in 3028. But it showed itself to be fierce and indomitable in 3039. The Clans pose a threat greatest than anything Hanse Davion could fantasize himself to be, but the Dragon will rise to the challenge.

Listen to these stories and remember the true meaning of honor and duty.


...


Join the Draconis Combine faction, install Teamspeak and join the FRR/Kurita hub.
DNS Address: frrhub.ddns.net:9725
Password: Dragon

Edited by Freeman 52, 03 January 2017 - 05:52 AM.


#2 Freeman 52

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Posted 29 December 2016 - 05:13 AM

2. Mechwarrior Principles: Honor and Duty

A Draconis Combine mechwarrior always aspires to excel as a samurai in his overwhelming devotion to personal betterment as a warrior and honorable service to his liege lord.

"Known as the samurai’s code of chivalry, Bushido describes the principles of honor followed by the military class that ruled feudal Japan. It is a synthesis of borrowings from three sources. It borrowed stoic endurance and scorn for suffering and death from Zen, worship of country from Shinto, and the social ethic of the five relationships from Confucianism. Bushido emphasizes constant physical and mental training to maintain and improve fighting techniques, and discipline to develop the character, confidence, and inner self-control that the samurai needs to unflinchingly face an opponent in battle to the death. The Kurita samurai owes his Coordinator uncompromising loyalty until death. Indeed, he is willing to sacrifice his life without a moment’s hesitation." —From The Resurgence of Japanese Culture, by Darby Pollack, Dragon Tooth Publishing, 2751.


The Example of Minobu Tetsuhara

"Tai-i Minobu Tetsuhara commanded a company of the Second Sword of Light on Dromini VI in 3021 when he first encountered Jaime Wolf. Wolf’s Archer had shut down due to excessive heat, but rather than claim the easy prize, Tetsuhara spared the unknown MechWarrior.

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"Tetsuhara was relieved of his post after the defeat on Dromini VI. He was forbidden to pilot a BattleMech and given only administrative duties. When the Dragoons entered Combine service, Tetsuhara was their first liaison officer. After saving Wolf’s life again, they both realized he had done so once before. The two became fast friends. Tetsuhara helped the Dragoons stymie Warlord Grieg Samsonov’s efforts to subjugate the mercenaries, earning both he and the Dragoons the Warlord’s hatred.

"In 3025, the Coordinator conceived the Ryuken and named Tetsuhara its first commander, primarily due to his friendship with Wolf. When Tetsuhara was severely wounded on the Ryuken’s first operation, the regiments were placed under Samsonov’s command and expanded to multiple regiments. Each was stationed on a world along with a Dragoons regiment.

"After the Dragoons defeated the forces seeking to prevent their departure from Combine space, Tetsuhara was given command of all Ryuken regiments and ordered to destroy the Dragoons. Despite his friendship with Wolf, he obeyed his order as a dutiful samurai. The Dragoons defeated the Ryuken on Misery and Tetsuhara accepted full responsibility. He committed seppuku on 27 May 3028, with Dragoon regimental and battalion commanders in attendance.

"The wasteful death of his dear friend led Wolf to declare a personal feud with the Coordinator on the eve of the Fourth Succession War."


Duty and the Clan Threat

Tetsuhara's death, as well as Yorinaga Kurita's after failing to defeat Morgan Kell, signaled the death of the old way of doing things in the Combine. In the years since, top units like Genyosha under Narimasa Asano and the Ryuken regiments have pledged their service directly to the Gunji-no-Kanrei Theodore Kurita instead of to the Coordinator Himself. Their duty - and that of all front-line units facing the Clan threat, is to Dragon.

Death is of no concern for the true samurai, who will gladly step in front of enemy forces if that serves the greater purpose. The duty to the Dragon must never be sacrificed to the temptations of individual honor. Individual achievements in battle carry no honor if they do not contribute to the overall victory of the Combine. Kurita mechwarriors fight not for themselves, but for the Dragon. Kurita mechwarriors will always seek to improve their mastery of their weapons of war, as well as the discipline to serve the Dragon by fighting when told to fight, and holding when told to hold by their drop commanders.

To act recklessly, selfishly or stupidly in the face of such a threat to the Combine is to court dishonor. When traditional commanders blinded by the old ways failed to defend the world of Teniente, the Coordinator's own grandson Hohiro was almost lost to the Clans for a second time. (The first was in Turtle Bay, when yakuza elements and the civilian population sacrificed everything for the Dragon.) Takashi Kurita's response to the two commanders was swift: he ordered them to commit seppuku, so that he could remember a time when they were still honorable men.

There is no room for individual pride in the Draconis Combine. Honor is attained by fulfilling one's duty to the Dragon. If you are not ready to accept this, you know what to do.

Spoiler

Edited by Freeman 52, 03 January 2017 - 04:42 AM.


#3 Freeman 52

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Posted 30 December 2016 - 01:22 PM

3. BattleMech Guide: Weapons of War

When facing the Clans, the DCMS has to rethink some of ithe practices and preferences developed since the Fourth Succession War, especially when it comes to lance composition and the focus on non-iconic BattleMechs. Just like a samurai knows his sword to the smallest detail, a Combine warrior needs to know the strengths of different BattleMechs.

It is tempting for those warriors steeped in tradition to think of the DCMS in terms of the BattleMechs that are emblematic of House Kurita. These include designs produced exclusively in the Combine, as well as mechs received from Comstar after our recognition of the Free Rasalhague Republic. Most of these mechs are unfit for the kinds of engagements that we are facing with the Clan invasion.

Knowing your Mechs

Traditional Kurita mechs:
  • Panther: Despite its key role in the almost seizure of Melissa Steiner in Styx and its heavy punch for a light mech, the Panther is generally unsuited for battles with Clan units.
  • Jenner: Another iconic light mech in Kurita regiments, SRM-based Jenners do have a situational use against the Clans, but only as part of a coordinated efforts.
  • Dragon/Grand Dragon: A mainstay of every DCMS regiment during the Succession Wars, the Dragon works best as a fast skirmisher. However, its armor is too thin and its payload too small compared to Clan counterparts.
  • Quickdraw: Another fast heavy like the Dragon, the Quickdraw is redeemed by its ability to mount several large pulse lasers while retaining its impressive mobility.
  • Daboku/Mauler: There is a role for AC-centric Maulers in our current defensive strategy, but not for LRM-focused builds unless specifically.
Star League/Comstar mechs:
  • Crab: Though useful as an energy-focused fast medium, the Crab will be part of Kurita lances only to compensate for the inclusion of an assault mech.
  • Kintaro: A powerful missile-focused medium provided by Comstar, the Kintaro nonetheless underperforms other medium mechs which are more durable against Clan firepower.
  • Black Knight: Another energy-centric Star League-era design, the Black Knight can be useful when configured for mid-range engagements, though there are other heavy mechs that can fulfill the same role.
  • King Crab: Although too heavy for our standard battle lance, there is a key role for the King Crab when defending fixed positions like orbital cannons. AC-based builds can also work in hot battlefields.
Generally available mechs:
  • Shadow Hawk / Griffin / Wolverine: Either of these 55-tonners is useful in SRM-focused configurations that can survive close-range engagements with the Clans.
  • Thunderbolt: A durable platform for short- and mid-range energy builds.
  • Grasshopper: At the moment this is perhaps the premier energy-centred heavy mech available to Inner Sphere armies.
  • Warhammer: Durable and able to pack a significant weapons load, the Warhammer is a key ingredient of anti-Clan lances, whether in AC- or energy-based configurations. It was the mech of choice for Tai-sa Yorinaga Kurita, the foudner of the elite Genyosha unit.
  • Marauder: Secondary to the other heavy mechs, the Marauder is nonetheless a very well armored heavy mech that can mix PPC and AC fire at mid-range.
  • Battlemaster: Perhaps the most effective assault mech against Clan forces due to its combination of mobility, durability and firepower. Before he became Coordinator, Takashi Kurita piloted a Battlemaster.
The Dragon in Battle

"In 2999, Tai-sa Takashi Kurita commanded the assault battalion of the Second Sword of Light. When Lyran forces assaulted Kessel, the Second was sent to crush the invasion, and Kurita surveyed the wilderness base of the invading Fifth Lyran Guards. Ignoring common wisdom, and displaying nothing but contempt for the Lyrans and their social generals, Kurita simply charged his BattleMaster through the enemy, swatting aside recon and screening elements along the way. With his battalion command lance on his heels dealing with those he bypassed, Kurita drove a wedge all the way through to the Lyran command post, destroying the Fifth’s mobile headquarters and scattering the security lance guarding it. He sustained terrific damage while standing firm in the midst of the havoc he wrought, dealing death and destruction to the would-be conquerors. An entire lance of enemy assault ’Mechs fell to Kurita’s pinpoint weapons fire before his subordinates finally reached his side. The Lyrans were quick to quit the world and flee back to Commonwealth space. Takashi’s BattleMaster limped in tatters back to his DropShip, nearly destroyed but triumphant nonetheless."

Spoiler

Edited by Freeman 52, 03 January 2017 - 04:46 AM.


#4 Freeman 52

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Posted 03 January 2017 - 05:39 AM

4. Standard Battle Lance: Logistical War

A Draconis Combine mechwarrior's honor depends on his ability to fulfill his duty to the Dragon. There is no honor, therefore, in choosing the wrong weapons for battle. Most of the emblematic Combine and Star League mechs have proven to be insufficient to meet the Clan onslaught, due to a combination of outdated design, fragility, or lack of mobility. Instead, it is some of the mech designs most widely available throughout the Inner Sphere that right now possess the righ combination of features for taking on the Smoke Jaguars and Ghost Bears. It is our duty to select the best combination of weapons in our arsenal in order to defend the Dragon and roll back the tide.

Essential features of effective anti-Clan mechs:
  • Survivability, which allows Kurita warriors to withstand some of the devastating alpha strikes that Clan mechs are cabaple of.
  • Mobility, which allows us to close in, thus denying clanners their range advantage.
  • Weapon system concentration, which allows most Kurita forces to work as one under their field commanders.
  • Good heat management, twhich allows for sustained fire against Clan mechs that tend to overheat.
The Standard Battle Lance

Basically the only advantage that the DCMS has against the Clan invaders is a logistical one: as their supply chains get longer, ours get shorter. This translates into a moderate tonnage advantage on the battlefield, which Combine units need to exploit in the most efficient manner. Our allies in the FRR KungsArmé have been experimenting with different configurations for a while. Their conclusions are as good as any given their rate of success against the Clans (which is not surprising given that they too served the Dragon once). Here are some basic guidelines:
  • The Standard Battle Lance is composed of 3-4 HEAVY MECHS. This is currently the best way to maximize tonnage efficiency and ensure consistent firepower throughout the entire battle. Depending on the composition, the Lance may include 1 MEDIUM MECH, in which case this should be one of the most effective 55 tonners.
  • In the current context the best choice for the 2-3 main mechs of a Standard Battle Lance boils down to the following two: Warhammer and Grasshopper, both of which have several effective variants. These mechs are the ideal core of the lance, providing mobility, survivavility and firepower. Heavier alternatives are the Marauder and Black Knight, while lighter ones are the Thunderbolt and Quickdraw.
  • The inclusion of a Battlemaster as the 1 ASSAULT MECH may force to drop the weight of the fourth mech much lower, but that is a worthy trade-off due to the Battlemaster's impressive mobility for an assault. Battlemechs in the 90-100 ton range will be included only under explicit coordination with the field commander, and mostly for operations around fixed orbital cannons. Otherwise their slower mobility hinders their ability to work closely with the rest of the unit.

Weapon System Focus

What makes these 7 battlemechs stand out is their ability to deploy some of the most successful weapons systems against Clan forces. Alternative mech choices should whenever possible seek to emulate these builds to ensure consistency across House Kurita operations. Always remember the following: our optimal engagement range is 300-600m. Any longer than that and Clan ERPPCs, LRG lasers and ballistics can easily tear our mechs apart. Any shorter and the Clanner advantage in SPLs, SRMs and speed makes them better brawlers.

These are the core 6 weapons:
  • Large Pulse Laser (365 optimal): This is currently the most effective weapon in our arsenal, in terms of the damage, duration and heat trade-off.
  • Medium Laser (270 optimal): Shorter range but manageable heat makes it an efficient complement to the LPL.
  • Large Laser (450 optimal): Much longer duration than the LPL, but lower heat generation for longer range makes it a good choice.
  • AC-5 (620 optimal): This is the core ballistic system that we should rely on, preferrably in groups of 3-5. Heat efficient and with enough range to provide cover fire as we close in.
  • UAC-5 (600 optimal): A better choice for brawling configurations due to its rapid-fire function, but it risks jamming and ammo shortages.
  • PPC (90-540 optimal): In the right mech it can be devastating when deployed in pairs, but it suffers from a minimum range of 90m and high heat generation.

A final note on LRMs

Unless otherwise requested by your field commander, do not bring LRMs to fight the Clans. There are good reasons for this, which we have learned the hard way:
  • LRMs do not allow for the targetting of components, which is the most efficient way of disabling enemy mechs - while they can lead to high damage, this is spread out all over.
  • LRMs can usually be avoided with cover.
  • Many Clan designs, like the Arctic Cheetah, Hellbringer or Shadow Cat carry ECM, which counters LRMs.
  • IS LRMs suffer from a minimum range similar to PPCs, only in this case it is 180m: smart Clan pilots will simply rush in for the kill.
There is such a thing as an effective use of LRM fire, so this is by no means a blanket statement. But such use is situational, and usually requires a coordinated team, good positioning, fire discipline, and spotters with NARC beacon systems. So the basic premise stands: Unless otherwise requested by your field commander, do not bring LRMs to fight the Clans.

Edited by Freeman 52, 03 January 2017 - 10:21 AM.


#5 Crockdaddy

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Posted 16 March 2017 - 01:18 AM

As soon as I saw "Don't bring LRM's" you had my *heart*.

#6 killerteddy1

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Posted 17 March 2017 - 10:16 AM

We clanners have nothing to fear from this the DCMS is only good at killing unarmed civilians. Kantares IV need I say more.

#7 Roland09

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Posted 17 March 2017 - 10:23 AM

As shown on Turlte Bay, unarmed civilians are sufficient to thwart Clanners. Kurita civilians, that is.

#8 Will9761

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Posted 17 March 2017 - 11:21 AM

This is an impressive piece of work. I like how you incorporate the lore into you dropdecks. Convert this into a PDF or a Google Doc, and you've got something good going on. This DCMS Field Guide is cool either way. I still wish the Hatamoto Chi was still in this game though just for a Daniel Sorensen Hero Mech.

Any thoughts on mentioning the Kurita Hero Mechs like the Katana Kat, Golden Boy, and Fang & Flame?

+1 for the huge amount of effort you put in.

#9 SteamCharts Kerensky

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Posted 29 March 2017 - 08:02 AM

View Postkillerteddy1, on 17 March 2017 - 10:16 AM, said:

We clanners have nothing to fear from this the DCMS is only good at killing unarmed civilians. Kantares IV need I say more.


They put up a better fight than Clan Wolf ever did in CW.

lmfao

#10 Arkaiko

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Posted 10 April 2017 - 04:21 PM

great post, the issue with LRMs is real, but when u see those "Meta Mech" builds, boats without AMS, it's very tempting





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