Line Infantry Company (2 Energy): The common soldier, needed for holding territory and supporting every other kind of unit. Consists of three Rifle platoons, one command squad, and a platoon of rear echelon troops for the necessary logistical duties incurred by having a hundred men in the field.
-Motorization (1 Energy): Adds a heavy duty truck for each platoon for increased mobility out of combat.
-Mechanization (3 Energy): Adds an armored halftrack to each squad, providing both mobility and firepower support with machineguns.
Exo-skeleton Company (8 Energy): The expense of so much precision equipment is only matched by the Shock value of a formation of powered armor. Extremely high offense in short bursts before needing to refit and resupply.
Cavalry Company (2 Energy): Soldiers provided with some kind of mount, be it mechanical or animal. In your case you use vat-grown horses. Such mounts allow for easy travel over rough terrain without using precious energy resources, but do sharply limit the amount of heavy weapons the unit can carry.
-Mechanization (1 Energy): Trading in biological mounts for mechanical mounts comes with certain benefits. Not having to manage fatigue, damage is simpler to deal with, and increased weight capacity to name a few. It also comes with a few trade offs, such as a much more dramatic reliance on supply lines.
Light Tank Company (4 Energy): Small armored vehicles configured for speed and operational range, bringing light machineguns and field guns to combat. Useful against infantry, but vulnerable to any kind of anti-armor capability. Consists of four platoons of three vehicles, with a small number of trucks carrying supplies.
- Medium Leader (1 Energy): Add a medium command walker and an advanced officer-type vatform to direct the unit, providing a heavier unit to direct the rest and provide more firepower.
Medium Tank Company (6 Energy): Armored vehicles balancing firepower and mobility with heavier guns and plating than their light cousins. This comes at the cost of mobility due to their larger size and weight.
- Heavy leader (2 Energy): Add a heavy command walker and an advanced officer-type vatform to direct the unit and provide much heavier firepower as an armored unit.
Heavy Tank Company (8 Energy): Armored vehicles emphasizing the ability to take and give damage. Often considered dedicated breakthrough units, with low combat endurance due to large shells and fuel-guzzling engines to fulfill their main role. But in that role there are few better.
Light Walker Company (5 Energy): Like their more primitive kin, Light Walkers are adapted for speed and for outmatching infantry. Due to their motive system they are much better suited to rough terrain and can make maneuvers that tracks simply can not, making them more survivable in combat, though they only carry machineguns. Consists of four platoons of three vehicles.
Medium Walker Company (7 Energy): Larger walkers carrying respectable armor plating and field guns. Consists of four platoons of three walkers. A useful linebreaker unit combining a balance of speed, firepower, and survivability under fire that enables units to resist damages that break others.
Heavy Walker Company (9 Energy): Heavy Walkers differ somewhat from their tracked relatives in that they are built to take punishment and move fast rather than slug it out with the best the enemy has to offer, typically utilizing quad or hexapodal movement for their larger chassis in order to squeeze through lesser protected portions of the enemy line to turn their flank.
Scout Aircraft Squadron (1 Energy): Lightweight scout biplanes built for reconnaissance and surveying of territory, built out of treated wood and canvas in a very cost efficient manner. For self defense they are reliant on the spotter and whatever they bring up with them.
Light Fighter Wing (Interbellum) (4 Energy): A fighter wing of aircraft built for engaging other aircraft or harassing enemy ground troops with light bombs and machine gun fire. Three squadrons of twelve fighters, plus associated ground support teams.
Light Bomber Wing (Interbellum) (4 Energy): A wing of three squadrons of twelve light bombers, capable of payload drops of bombs and other ordinance onto battlespaces. While their accuracy is limited by their technology, the ability to provide fire support without bringing vulnerable artillery pieces to the battlefield can be invaluable in the right circumstances.
Support: Various kinds of supporting troops that can be attached to a field formation. Max two per Company.
-Heavy Weapon Platoon (1 Energy): A general support formation with a few mortars, anti-tank rocket teams, and machineguns. Provides additional heavy weapons and indirect fire support. (Infantry)
-Antitank Platoon (1 Energy): A mix of low to moderate caliber antitank guns for infantry use.
-Super Heavy Machine Gun Platoon (1 Energy): Adds a number of crew served small autocannon to the unit for the range and stopping power in excess of typical HMGs.
-Field Hospital (1 Energy): A doctor and team of medical staff, utilizing basic tools and medicine to treat field wounds rather than merely stabilize the patient or slow their death until they can be moved to the rear. Primitive medicine, but capable of operating in the present unpowered environment.
-Logistics (2 Energy): Additional trucks and labor troops to strengthen the logistical support train of the unit.
-Exoskeleton Infantry (2 Energy): The power of a small vehicle in the hands of a single soldier, the ideal for many a nation and military. While their numbers are lower than the "crunchies" they are absolutely devastating against enemy infantry, even in most cases when they are equipped with personal AT, and their enhanced close combat potential allows for an answer to vat-grown monsters other factions may use without being reliant on a limited number of vehicles. Can also serve as tank riders for armored units.
-Reinforced (1 Energy): Two additional platoons of infantry are attached to the formation as basic riflemen. Can serve as tank riders in armored companies.
-Cavalry Squadron (1 Energy): A platoon of rough riders to serve as scouts, mobile assets, and so on for a less mobile or much more obvious unit.
Specialization
- CQB: A greater emphasis on close quarters combat and capability. Replacing some rifles with submachineguns, substituting some shells with canister shot, adding some melee combat training, changing a number of cannon to flamethrowers, etc.
- Long Range: Adding long guns and improved propellants, sniper rifles and scopes, giving the unit indirect fire capability. This comes at expense to close-action capability due to diversion of troops and functionality.
- Sapper: Additional engineering kit and explosive experts are added at the squad level, with vehicles given engineering and mine equipment replacing some secondary weapons. Useful for creating and bringing down obstacles.
- Trench Warfare: Additional sandbags, trenching shovels and skillpatches are given to each soldier to engage in static warfare, while vehicles are built to siege warfare specs. Sacrificing mobility to improve survivability given enough prep time to fortify and dig in.
- Assault: Lighter equipment and emphasis on shock tactics to achieve rapid aggressive attacks rushing at the enemy. The unit becomes offensive-oriented with fewer options defensively.
- Communications: Additional comms gear and specialists are added to the unit, improving coordination between components and with other units.
- Conscripts: Deliberately using low-grade vatforms and equipment quality to field more troops. Doubles unit size at a cost to quality.
- Elites: Cutting unit size to allow for more growth and development time for the vatform troops. Improved neural implants, skill downloads, and equipment gives a sizable bonus to quality at the cost of decreasing the unit size by a third and increasing dependence on the supply line.