The Shack has three simple rules rules for army composition: Stair Step, Commanders and maximum Artillery/VTOL/Aero.
Those rules are in effect unless stated otherwise in the event-, era-/announcements-section, where they may be disabled, tweaked or supplemented.
AeroTech operations follow no composition/commander rules at all.
By Support Units we mean Infantry, Infantry Carriers (like Trucks and Hover APCs), Artillery carrying units (Mobile Long Toms, Snipers, Shadow Hawk Sabik, Thor), Coolant Trucks, Mobile HQs, VTOL and Aerotech brought for ground battles.
Stair Step - Armies must have no weight gaps between units of the same type. i.e.: If you bring 1 Assault and 1 Light 'Mech, you must also have a Medium and Heavy. Support Units are exempt from this rule and don't count towards total number of units.
Commanders - Set up to one commander per four units in your army, not counting Support Units. Commanders are always the units in the heaviest weight classes, no matter whether they are mech or vehicle.
Support Units may not be selected as commanders.
Commanders may not stay deliberately hidden for more than 2 turns at a time. Using less commanders than you may is normally not to your disadvantage.
Maximum Onboard Artillery/VTOLS/Aero-on-Ground - A maximum of one onboard artillery equiped unit and/or VTOL and/or Aero per full four units may be fielded. There is no limitation to offboard deployed artillery, but they must be configured for a distace of 270 hexes (ca. 16 Mapsheets).
EXAMPLES
Units in Italics are legal to be chosen as commanders, if they are in block, they must be selected as commanders in the example.
Army #1 - AS7-D (A), TDR-5SS (H), 2 WHM-6R (H) mechs and four J. Edgars Hovertanks (L); legal army with eight units, so commanders, one of which must be the Atlas.
Army #2 - BNC-5S (A), MAD-3R (H), DV-6M (M) mechs and Partisan Tank (A), SRM Carrier (H), Goblin Medium Tank; legal army with less than 8 units, so only one commander, which can be either the Partisan or the Banshee
Army #3 - AS7-D (A), MAD-3R (H), WSP-1A (L), STG-3R (L) mechs and two Goblin Mediums tanks (M); this army is ILLEGAL, as it misses one medium mech.
Army #4 - Mobile Long Tom (A), Manticore (H), Goblin (M), Goblin (M) and a Coolant Truck; the army is legal but may have no commanders, making it impossible to field in operations. This is because two of its units (Long Tom and Coolant Truck) aer support units and so do not count toward unit quantity.
Army #5 - WSP-1A, WSP-1A, STG-3R, STG-3R, Mobile Long Tom (A), Sniper (M); the army is legal as long as one of the artillery tubes deploys off-board. It has only one commander which must be one of the non-support units.
Army #6 - ENF-4R, WSP-1A, STG-3R, STG-3R, Sniper (M), Warrior H7 Helicopter (L, VTOL); the army is legal and has one commander. It has four units, so it may have one VTOL and one Sniper. If the player wants one more VTOL, he or she needs to add additional four units.
2. Special Cases
a) Minefields
If the operation assigns you mines, they must be placed at least 6 hexes away from the mapborder of the opponent's deployment zone. This rule is not in effect for deep or edge/center deployment.
Unless otherwise stated on the Mission, mines may not have more than 10 density.

Enemy deploys north, so mines can be placed in hexes XX07 and south.
b) Assault Dropping
This risky option enables players to put units in strategic positions at the risk of a free round of shooting for the enemy upon the assault dropping units.
It may be used in any Core Operation unless otherwise stated.
Only mechs and infantry can use assault drop.
For infantry, there are no restrictions.
For mechs, you can choose:
Use the whole map as drop zone
Restriction: only 50% of your mechs may use assault drop.

DZ is North. Two mechs (50%) used Standard Deploy, the other two dropped where they wanted.
More than 50% of your mechs drop
Restriction: only your half of the map may be used.

DZ is north. 3 Mechs (75%) dropped and were therefore restricted to the northern half of the map.
c) Support Units
APCs, Trucks and J-27 Ammo Carriers enable players to put move their infantry around faster, do not forget to click "load" before deploying then on the map to be able to start with your infantry already inside them.
Coolant Trucks can be used to cool down units, you need to click MODE twice on the flamer to change it to cool. Remember to change on the lobby options "Friendly Fire" to ON, so that you can target your own mechs with the truck.
Mobile HQs give the right for a +1 Initiative Advantage, which is set by means of clicking on the truck, then on configure unit, then setting it to "Commander Initiative +1" on the megamek lobby before starting a battle.
Aerospace on Ground are a huge help to any army. Due to a bug in the code though, players using aero MUST TELL THE OTHER PLAYER WHICH UNIT THEY ARE ATTACKING DURING FIRE PHASE, so that the opponent can wait for the aero to make the attack and then counterattack accordinngly.
Remaining support units
If only support units stay alive for more than three turns on one side, the other can claim victory (declare) if the game hasn't done automatically so.

