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Mobile Infantry –
Anatomy of a Fighting Force
The Mobile Infantry
are a vast fighting machine numbering dozens of battle
groups across the Federation. However, that said, compared
to contemporary modern military as we know it today they are
a remarkably small and compact organisation that
proportionally number a high percentage of actual fighting
men and women compared to a small number of ancillaries and
support functions. This is summed up by the Mobile
Infantries well know creed “Everybody Fights…” and they
literally mean it. When the MI make a combat drop everybody
drops; chefs, technicians, padre’s, officers, everyone. They
only personnel you would find left aboard ship after a drop
would be the navy crew and anyone too sick or injured to
actually fight.
For my own little
corner of the Federation I have based my forces on the 3rd
Company of the Seventh Battalion. Three Platoons in all with
supporting air assets provided by fleet. Over the past few
weeks hopefully you will have seen this task force grow from
the initial wave of models. As Mongoose release more
additions to the Mobile Infantry range for Starship Troopers
over the coming months I will include them here also as I
have plenty of plans for the Madcats yet, not to mention a
few other squads.
Cast and crew.
Delivering the 3rd
Company into battle and supporting them from orbit is the
CVG 617 “Tennessee”, a corvette sized troop ship of similar
size and design to the Rodger Young and New Hampshire. The
Tennessee carries enough berths to house the whole 3rd
Company, albeit in somewhat cramped confines along with
loading bays for the Tennessee’s complement of Slingshot
Recovery Ships and Skyhooks. Not as big or well equipped as
the larger transports and flagship carriers in the fleet,
such as the Valley Forge or Ypres, the Tennessee
nevertheless is more than capable of being deployed quickly
and effectively into any combat arena.
Third Company is
made up from three Platoons of Mobile Infantry (MI), each
commanded by a Ranking Lieutenant or NCO. Overall Company
command is held by Captain Fuller who is the most senior MI
officer aboard the Tennessee. Command of the Tennessee
itself is of course under the control of Fleet and
specifically Captain Marquez and her flight team. As there
can only ever be one captain aboard ship, captain Fuller
carries the honorary rank of Major when dining north of
bulkhead thirty.
The gang shown here
is a 2000 point selection I chose from my overall force for
the Starship Troopers ‘Alpha Strike’ Tournament and consists
of Alpha and Bravo squads from First Platoon and Echo squad
from Third Platoon. The force is additionally reinforced
with a SICON Military Intelligence
Agent and the CHAS Hotel-Two.
First Platoon
“McBride’s Madcats”
First Platoon is the
fighting primary of 3rd Company and is divided
into three Cap Trooper squads;
Alpha, Bravo and Charlie. Alpha squad, ably led by Career
Sgt Mueller and backed up by Cpl Ngara contains six other
Cap Troopers in Power Suits. Bravo squad, led by
Sgt DiSanto is slightly smaller
still having a couple of berths to fill from casualties and
Charlie squad is currently stood down as non-operational due
to losses until fresh meat can be brought aboard when the
Tennessee next hits port. Two ancillary support units are
also assigned to the Madcats in the form of two
CHAS units; Hotel-Two and
Hotel-Six.
Platoon commander
for the Madcats is 2nd Lt
McBride, a career ground-pounder and survivor of the
ill-fated Hydora campaign.
Second Platoon
Second Platoon is
currently rotated out for R&R at Sanctuary Station.
Third Platoon
Third Platoon of the
Madcats consists entirely of the companies Marauder Suits.
With a couple of suits down checked for maintenance and
repair, third platoon currently operates as a single strike
package consisting of three M8 ‘Ape’
Marauders and a single M9
‘Chickenhawk’. The squad ‘Echo’ is led by Sgt Hall and
third platoon’s senior Sgt Chandula.
What’s with the
colours?
A lot of folks seem
to ask whether Cap Troopers in the SST miniatures game
should be painted green, or whether other schemes are ok?
The first and most important rule is that they are your
models and you can paint them however you like. In this
instance I chose a desert beige scheme for McBride’s Madcats,
however there are plenty of other schemes that could be done
also. In a large part the look of the Cap Troopers and the
game is based on the CGI Roughnecks series and one thing
that comes out from the various campaigns featured in the
series is that the Mobile Infantry squads are very
individual, and that can include their look. The green and
black most commonly associated with Cap Troopers just
happens to be the colours of the ‘Roughnecks’, hence its
popularity. However there are others. Zulu team for example
can be seen in a zebra striped scheme, Andrews Aces in beige
and the aloof Echo team in a sombre shadow grey. Some of
these other schemes I will cover in the future along with
the Roughnecks themselves should a character boxed set ever
be released by Mongoose.
Until next time, happy gaming.
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