Formations, and the tactic each one opens on #
A force does not choose its opening tactic. It is handed one by what it was built as, and what it was built as is a Formation - MegaMek's own composition requirements over weight class, movement, armour, damage at a range and the roles present. Nothing on this page is invented here: the requirements are read out of megamek.client.ratgenerator.FormationType by bridge/sds/SdsFormations.java, committed as crates/sds-core/tests/corpus/formations.txt, and checked against the catalogue on every commit.
What is not MegaMek's is the last column. Which tactic a composition asks for is a reading of it, and it is the one thing here worth arguing with. The cohesion rule is the tabletop rules': a formation holds while 3 or more of its units are neither destroyed nor routed, and below that it is disabled and the force falls back to engage. FormationType is a generation filter that never touches a running game, so nothing in MegaMek applies that rule for us and the bot keeps it itself - what MegaMek settles is the predicate under it, which is a unit the game has removed from play.
The order #
A lance of four heavies is a Battle Lance and a Heavy Battle Lance and a Support Lance all at once, so which one it is comes down to which is asked first. The order is a constant, and rare means pins down more of the force: the units column is every requirement's own minimum at a lance of four added up, with four for a criterion every unit must pass. Ties fall to a narrower weight bracket, then a grouping constraint, then fewer unit types admitted, then an ideal role, then a faction, then the name.
A force that qualifies as nothing at all opens on engage, and so does a force this bot cannot read - anything that is not four ground Meks.
| # | formation | family | units | asks for | opens on |
|---|---|---|---|---|---|
| 1 | Assault | Assault | 11 | Medium to Colossal; every unit: Armor 135+; 3 of 25 damage at range 7; 3 of Heavy+; 1 of Juggernaut or 2 of Sniper - or every unit Juggernaut | engage |
| 2 | Fast Assault | Assault | 11 | Medium to Colossal; every unit: Walk 5+ or Jump 1+; 3 of Damage 25+ at range 7; 3 of Heavy+; 1 of Juggernaut or 2 of Sniper | engage |
| 3 | Heavy Striker/Cavalry | Striker/Cavalry | 10 | Medium to Colossal; every unit: Walk/Cruise 4+; 3 of Heavy+; 2 of Striker, Skirmisher; 1 of Weapon with damage 5+ at range 18 | flank |
| 4 | Rifle | Battle | 9 | Medium to Colossal; every unit: Walk/Cruise 4+; 3 of Medium, Heavy; 2 of AC weapon | engage |
| 5 | Heavy Recon | Recon | 9 | every unit: Walk/Cruise 4+; 2 of Walk/Cruise 5+; 2 of Scout; 1 of Heavy+ | flank |
| 6 | Light Striker/Cavalry | Striker/Cavalry | 8 | UltraLight to Medium; every unit: Walk/Cruise 5+; 2 of Weapon with damage 5+ at range 18; 2 of Striker, Skirmisher | flank |
| 7 | Probe | Pursuit | 7 | UltraLight to Heavy; every unit: Damage 10+ at range 9; 3 of Walk/Cruise 6+ | flank |
| 8 | Anvil | Assault | 6 | Medium to Colossal; every unit: Armor 105+; 2 of AC, SRM, or LRM | engage |
| 9 | Striker/Cavalry | Striker/Cavalry | 6 | UltraLight to Heavy; every unit: Walk/Cruise 5+ or Jump 4+; 2 of Striker, Skirmisher - or every unit Striker | flank |
| 10 | Direct Fire | Fire | 6 | every unit: Damage 10 at range 18; 2 of Heavy+ | engage |
| 11 | Recon | Recon | 6 | every unit: Walk/Cruise 5+; 2 of Scout, Striker - or every unit Scout | flank |
| 12 | Berserker/Close | Battle | 5 | 2 of Heavy+; 3 of Brawler, Sniper, Skirmisher - or every unit Brawler | advance |
| 13 | Battle | Battle | 5 | 2 of Heavy+; 3 of Brawler, Sniper, Skirmisher - or every unit Brawler | engage |
| 14 | Anti-Air | Fire | 5 | 3 of Sniper, Missile Boat; 2 of Standard AC, LBX, Artillery weapon, Anti-Air targeting quirk | engage |
| 15 | Security | Security | 5 | 1 of Scout, Striker; 1 of Sniper, Missile Boat; 3 of Not assault | entrench |
| 16 | Horde | Striker/Cavalry | 4 | UltraLight to Light; every unit: Damage <= 10 at range 9 | harass |
| 17 | Light Recon | Recon | 4 | UltraLight to Light; every unit: Walk/Cruise 6+, Scout | harass |
| 18 | Pursuit | Pursuit | 4 | UltraLight to Medium; 3 of Walk/Cruise 6+; 1 of Weapon with damage 5+ at range 15 - or every unit Striker | flank |
| 19 | Sweep | Pursuit | 4 | UltraLight to Medium; every unit: Walk/Cruise 5+, Damage 10+ at range 6 | flank |
| 20 | Light Battle | Battle | 4 | UltraLight to Heavy; 3 of Light; 1 of Scout | harass |
| 21 | Hammer | Striker/Cavalry | 4 | every unit: Walk/Cruise 5+ - or every unit Striker | flank |
| 22 | Urban | Urban | 4 | 2 of Jump 1+ or Infantry/BA; 2 of Walk/Cruise <= 4 - or every unit Ambusher | entrench |
| 23 | Command | Command | 3 | 2 of Sniper, Missile Boat, Skirmisher, Juggernaught; 1 of Brawler, Striker, Scout | engage |
| 24 | Fire | Fire | 3 | 3 of Sniper, Missile Boat - or every unit MissileBoat | engage |
| 25 | Fire Support | Fire | 3 | 3 of Indirect fire weapon | engage (wants bombard) |
| 26 | Light Fire | Fire | 2 | UltraLight to Medium; 2 of Sniper, Missile Boat | engage |
| 27 | Heavy Battle | Battle | 2 | Medium to Colossal; 2 of Heavy+ | engage |
| 28 | Medium Battle | Battle | 2 | UltraLight to Heavy; 2 of Medium | engage |
| 29 | Hunter | Assault | 2 | 2 of Juggernaut or Ambusher - or every unit Ambusher | entrench |
| 30 | Artillery Fire | Fire | 2 | 2 of Artillery | engage (wants bombard) |
| 31 | Ranger | Striker/Cavalry | 0 | UltraLight to Heavy - or every unit Skirmisher | flank |
| 32 | Order * | Command | 0 | Same model | engage |
| 33 | Support | Support | 0 | nothing at all | engage |
What this bot declines to decide #
Marked * above. Where the wire cannot answer a requirement the formation is refused rather than guessed at, and a force that would have been one of these is classified as whatever comes next in the order. One formation is in that state, and the reason is MegaMek's rather than ours.
One narrowing is not a decline and is worth knowing about. The Anti-Air Lance takes a unit either for its guns or for the force generator's ANTI_AIRCRAFT mission role, which lives in data/forcegenerator and is not a fact about a machine on the board. The gun half is read and the role half is not; because the two are an or, that can only refuse a force MegaMek would have accepted, never accept one it would have refused.
| formation | what is missing |
|---|---|
| Order | MegaMek's own qualifies() divides by zero here - UPSTREAM.md note 11 |
What nobody opens on #
6 of the twelve tactics are nobody's opening: break, control, regroup, reposition, screen, withdraw. That reads as right rather than as a gap. A formation says what a force was built for, and none of those is something a force is built for - they are things a force becomes.