Well...This seems like it might be bit too high priority for a Kenny-troop seige...What the hell. 4th Battalion's in, and the rest of the Tenth Redshirt Legion will be on standby.
We're ground/infantry based with limited anti-orbital offensive, strong anti-orbital defensive capabilities, so we can only really help with the dirtside and orbital-capture operations.
First off, orbital. I think we've got two basic options. We (meaning the boarding & capture forces) can deploy from either far out, transitioning from transport/capital ships via thruster packs and ballistic plotting (for stealth), or boarding craft (for speed). Both ways give us a chance to maneuver around and avoid the orbital platforms defensive/offensive systems, meaning we can leave those intact for our own use, even if that just means stripping them for parts before building our preferred systems from the ground up.
Conversely, our Spacey forces could fight their way to the platforms, allowing us to disembark en masse, abondoning stealth and increasing the chances of damaging or destroying the very infrastructure we're trying to capture. This plan does, however give us both the tactical option of deploying in large groups capable of holding off and defeating larger groups of enemy defenders and counter-boarding forces then we would otherwise, as well as the strategic option of simply ripping out and stealing chunks of the resources and machinery on board via capital ship, should the enemy activate the self-destruct (specifically, a self-destruct which we cannot dis-arm, counter, neutralize, or remove the source of).
The second option also makes it far more feasible that we could directly deploy Vita-Ran stations on board the enemy platforms, greatly decreasing the transit time of our reinforcements.
Should we chose the first option, specifically, using individual thrusters to aim us on ballistic courses to the enemy space stations, our best option would be to limit ourselves to one initial burst, outside detection range, then turn off all systems except stealth and basic life support, which could be augmented by some form of low-grade suspended animation. This would allow us to land hundreds, if not thousands of individual troops on the enemy installations, with the enemy none the wiser.
Said troops would proceed to make their way into the station. Mission objectives would vary, depending on location of the trooper, but would amount to a basic set of priorities:
1) Deactivate or destroy all pre-existing and reasonable means of self-destruct. Should this prove impossible to accomplish without destroying vital resources, regroup around said resources and establish defensive positions, while preparing a means-of-last-resort enemy-denial method.
2) Disable, and decieve, all sensors, long then short range, hopefully to prevent actual use, but convince computers and living observers that sensors are both working properly and detecting nothing.
3) Disable and/or take control of all external weapons systems, defensive systems (shields, decoys, retrctable armor, and repair systems), maneuvering systems (don't want Operation Meteor, do we?), communications, life support, damage control, engineering, internal weapons systems, internal teleport and/or rapid deployment systems, fighter/small craft bays, power systems, escape pods, manufacturing facilities, armories, medical facilities, CIC, & dormitories/barracks, in that order of importance.
4) Kill all inhabitants, excluding those of potential interrogation value, or those of interest to R&D, wether they be anomolies, new lifeforms, or possessing unusual mystical, genetic, or cybernetic properties. Attempt to capture those, but terminate with extreme predjudice should they attempt to destroy mission objectives.
5) Render platform safe for non-combatants to convert and reactivate for TFF use.
It's preferrable, but unlikely, that we remain undetected until we, y'know, start breaking things and killing people. Even then, it'd be nice to keep our current victims from alerting everyone else, but, again...Unlikely. So, we're probably gonna end up fighting, and some of us will die. So, right after the initial forces are deployed, we should follow up on this with a second wave of troops. And a third, and a fourth, and so on. All of them still stealthed to the max. Each wave within seconds of the previous one, or minutes, failing that.
After we get reports back that:
1) The enemies sensors and communications have been taken out of play, or
2) The enemy know we're there,
we can sacrifice stealth for speed.
This allows us to have replacements for the deceased, and reinforcements, arrive in a timely manor, i.e., when the first wave needs them, as opposed to after our guys are all dead and the enemy's ready and waiting. After we deplete the initial forces of my 4th battalion, possibly before we're halfway done with the first wave, depending on the size of the enemy emplacements and whether or not we want to take them out simultaneously, we can draw additonal personnel from the rest of the redshirt forces, prematurely activated Vita-Rans (basically, turning them on before the people they're cloning are actually dead, leading to multiple copies of our troops, and a battalion sized force actually fielding an army group or region's worth of troops), or other embarked infantry forces.
Moving on, we have the second variation of the long-range option, meaning we use boarding craft, shuttles, and space-capable troop transports. This heightens our chances of detection, even if we plot ballistic courses and shut down all systems except landing gear until we make contact. It does, however, mean that the boarding forces will be more likely to land and deploy in groups, will have better protection and more resources then what they can carry by themselves, and are more likely to have a way out, should worst come to worst. It also gives us the option of transporting the parts of, and then re-assembling on-site, a Vita-Ran unit.
Finally, we come to the "Noisy," option. Namely, having our big honking capital ships fight their way in and deploy us inside their landing bays and docking ports(or by disentegrating chunks of wall and hoping we don't burn though systems keeping the really big and explosive power systems stable), and deploying in company-sized or larger units. We'll have much better direct support, guaranteed escape vessels, a near-total lack of transit time between the Vita-Rans and the fighting, and just a generally better array of options.
Unfortunatly, we'll also be forced to totally abandon stealth from the start, and increase the chance that the enemy'll do something stupid, like panicking and setting off the self-destruct before we reach them, or calling in nearby reinforcements that could totally ruin our day.
All of these plans have one vital question, however, that can greatly affect the outcome of our efforts.
Namely...How do we feel about explosive decompression as an opening move?
Us Kennys don't care. We'll pop over, blow the atmo for the whole thing, wake up in our Vita-Rans, and catch the next shuttle over. The question is, do we have any interest in the enemy personnel that means we might want some of them alive? Or, is the enemy smart enough to have put automated systems in place to counter that tactic? Auto self destruct, database corruption, automated distress beacon transmitting out-system, skilled A.I./Robot defense systems, any one of which could be triggered by a major decrease of internal pressure or breathable atmosphere.
The decompression is a good and useful tactic against squishies...but is it a sufficient tactic against this enemy? Up to you, boss.
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LAST-MINUTE ADDITION:
Actually, we could expand on our space role by merging the first and second objectives you mentioned:
Strategic Objectives:
a. The destruction of FACDIS fleet, for great justice.
b. The capture of planetary and orbital facilities for staging our own raids upon the
opposite half of this sector.
Specifically, we could adapt the long-range/stealth tactics of my first two plans to board and capture the enemy fleet. We could take them as prize ships, strip them for parts and resources, liberate/convert the crews (or interrogate them, turn them over to Luthorne as guinea pigs, and then use the F.A. cyborg/zombie tech to turn them into cannon-fodder for use against CANON.), capture and examine their databases and records, repurpose them as a bsic system-defense fleet as well as support for our own fleet until we can get something better, or, if they're totally useless, employ them as kinetic weapons for orbital bomardment/use redshirts to turn them into disposable ramships.
Just a thought.
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Now, we move into the planetary assault side of things. Since you probably want to stick to your initial Bolo-specific plan, we'll probably best fit in as support forces for combined arms operations; seperate forces detached for secondary and tetiary targets of opportunity; clean-up operations; emplaced and mobile defense against a counter assault by enemy reaction forces; emergency/grunt support for techs and engineers looking to build/rebuild useful facilities; and garrison forces, should we take prisoners, encounter prisoners from our side transplant non-combatants to operate facilities, or leave an indig population around.
First off, if we pull off my orbital capture plans well enough to prevent distress calls or major communication breakdowns, we may be able to insert forces behind enemy lines (sounds so WRONG), under the guise of shore leave and garrison reinforcement from the orbital facilities. This means we'll have a chance to gather up-to-date intel; link up with, and co-ordinate with the local resistance; perform sabatoge and plant remote-controlled explosives and 'bots at key sites to aid in our assault; infiltrate and take over defensive areas, position ourselves inside the enemy defenses to stab them in the back; and co-opt planetary defensive installations, communications, and troop garrisons.
If we fail to achieve the needed stealth in our orbital assault, deem it too slow, our just can't pull off such a massive deception, we then default to the basic plan of hitting them hard and fast.
Given the fact that we want to avoid excessive casualties, I suggest re-issuing armaments to the majority of our troops. Trade frag grenades for tear-gas grenades, bolters for blasters locked on stun, heavy weapons for EMP/Ion weapons (to disable enemy mechs, armor, and advanced weapons/systems while reducing the possibility of destruction, death, and collateral damage), and destructive jutsu/spells/plasmids for stuff like stunners, sleep genjutsu, and low-level Electrobolt and Winter Blast plasmids.
Let's also pack lots of handcuffs, rope, and electrical tape...And remember that we're taking prisoners, not preparing to go on a kinky sex vacation with our significant others...Or any local females.
We should probably dig out those old Sensitivity Training booklets...
Back on topic!
We should still keep heavy/lethal weapons ready to deploy, should we run into overly powerful resistance, or a suprise appearance like when General SJC encountered Kishimoto.
As an aside, we should probably recruit civilian police en masse and put them onboard some spare troop transports for the occupation and pacification of the civilian population. Free up the troops to do what they're good at, y'know?
Moving on to your original objection to our participation in the assault:
...as the equivalent batallion forces will simply get defeated in detail by the disadvantageous terrain.
We are the Kenny Brigades. We are legion. We are not defeated in detail...
We ARE detail.
We can activate our Vita-Rans and, to paraphrase Ganner Rhysode:
Original:
"This threshold is mine. I claim it for my own. Bring on your thousands, one at a time or all in a rush. I don't give a damn. None shall pass."
Paraphrase:
"This world is ours. We claim it for our own. Slaughter our thousands, one at a time or all in a rush, I don't give a damn. We shall pass."
Of course, if still prefer a lack of infantry supporting Bolos...You talked about battalions being defeated in detail. Compnay-size units and up have attached Bolo sections, not to mention artillery and tank units. As I remember it, pure Bolo Battalions got 52x Mk. XXX's, while combined operations got 12x Mk. XXVIII's as a Bolo Line, with a recon company of 4x Mk. XXVII scouts. And, as I mentioned in my profile, the 4th Battalion (Mine) does contain Mk. XXVIII Bolo's for heavy weapon, land artillery, and limited anti capital ship support. When we're dealing with enemies near the cost, my Sea Navy cruiser, destroyer and frigate flotilla/squadrons can provide ranged fire support as well.
Hell, come to think of it, I directly included Honor Harrington style CA and smaller for Space/Orbital Support and Transport, not to mention alluding to Carrier and Assault Carrier support, both Carriers taken from the Empire of Man series by John Ringo and David Weber. That means I've got orbital bombardment capability, and even if you said the shields render that method out of the question for a win, we can still harry their shields to divert/drain power, if we're careful to terminate before we actually bring said shields down and start raining laser/graser fire on the populace and facilities we came to capture.
I've also got support from the Honorverse pinnances and shuttles, not to mention the fighters and shuttle/pinnances of the Empire-verse, and the ships (excluding the Carriers and Transports from Empire, but including their parasite cruisers...) are small enough to enter atmosphere or land directly as staging points, reinforcement/resuppply bases, and sensor/anti-air/anti-missile/anti-capital ship support. Not to mention, should enemy ships make it past our fleets somehow, my ships can diretly position themselves between us and them as a static defense.
OTOH, my Vita-Rans can't handle things as large as Capital Ships, even if they can still build Bolos, smaller Sea Navy vessels, fighters, and pinnance/shuttlecraft...Eh. We'll sort it out.
Back to the plan...My ground forces are better suited for Tactical Objectives 2c and 2d then great big Bolos (Sorry, Good Sheperd, Lazarus, others.), and we only need a beachhead of about fifty meters to set up a Vita-Ran, muster point, and staging area, as opposed to the trouble involved in dropping flash clones from the Respawn Carriers. Not to mention making our way into those underground Mecha plants you mentioned.
Although...We should probably keep our usual faire of heavy weapons when we go up against the deployed Mecha...Naw. Keep it in reserve, stick to EMP and Ion variations.
LAST-MINUTE ADD-ON:
I see Byakuryuu lent you Wesker and Rukia. Their necromantic capability complements my mass-produced Clone turned F.A. Zombies rather well, kukukukuku...As for their Destroids and Valkyries...We can direct deploy them with us from our Carriers, making room by letting our parasite and small craft out early, then quickly landing or entering atmo. However, your plan indicates that you're deploying eight Tactical-Mobile Base Bolo's in addition to Good Sheppard, at least in the later stages. Do they all need EVA units?
EDIT: ...Oh, Admiral Starluck, you magnificent bastard. I actually mentioned the Legacy series, and then I totally forget about BunBun the tank? I feel like hitting myself. I'll just stick with Bolos and Hellbores, for now. My recent recollection of RMN ships and HMS Carrier/Ground forces will have to comfort me.
And, of course, it's good to see another March fan.
NINJA EDIT: Went back over your upgraded specs. Even discounting your P.L.O.T. device, it still kicks major ass. The only comfort is that, even with the tech upgrades and the P.L.O.T. equilization abilities, the 16" and 120mm guns still qualify as Infinite Repeater batteries on equivalent sized Bolos.
...Wait. I'M on YOUR side. That isn't comforting at all!