Commandos in the sense of Marine Commandos or army special forces?
If you mean Special Forces, this is easily represented by upgrading a BE to Elite status.
If Protected Forces are simply infantry with special capabilities why are they a separate branch?
It would be much simpler to have Protected Forces be a quality that is applies to a basic troop type like infantry to show they can function in extreme environment.
However I'm constrained by the rules as written. If Protected Forces are a Branch of the Army, or a troop type all of their own then I have to incorporate them in a way that makes the Maker OTU complient.
Well, you feel constrained by T5 rules, but on earlier sets (CT/MT) protected forces were just a special duty in Mercenary CharGen, while Commandos were a branch...
And no matter what RP CharGen rules are, when you're talking about a more strategic Wargame approach, simplicity may force you to change them, and that's OK. As you say yourself, it would be simpler to have Protected Forces just as a quality marquer (as in most Wargames are paratroopers, or air-lift infantry, just the infantry symbol with a marquer (usually wings) on it). That's how I'd treat them. Of course, as always, YMMV.
Yes Lift would be standard for the tech levels of the forces in FFW, but what if I want to generate an army for a TL6 world? Standard forces would reflect the TL of the world generating the troops.
Having said that I'm not locked in to using Standard as a modifier in the process. Maybe it works or maybe its confusing. I'll refine it as we go.
Just use what most wargames do:
- no marker: foot
- weels under they symbol: ground motor
- symbol underlined: grav lift (in Traveller wargames and in MT:RS tables).
Good point. There's a perennial debate on wheels vs. tracks, but differentiating the two may help the creator add detail to his or her army. Wheeled formations suggest speed and range. Tracked formations suggest heavier forces and greater mobility.
If I reduced mobility to:
- Foot
- Ground Vehicle
- Grav Vehicle
- Army Aviation (air craft organic to the ground forces not the airforce)
Would that be a better system?
I guess so, but I keep thinking aviation should be treated as Artillery. As unortodex (even heretic) this may seem, I guess the effect is more or less the same, being able to affect combat at long range without really movieng (as a unit) to it.
Maybe I' m affected by what one teacher that also liked those games told me when I was a teenager: Stukas were just long range and accurate artillery.
Jump troops are supposed to be a high TL analog to Paratroops. Paratroops jump out of aircraft, jump troops jump out of space craft.....
But of course paratroops rarely make large scale insertions by parachute today unless they can guarantee enemy air defenses are not a factor. I can see that for jump troops it would be the same. Unless planetary defenses are neutralized, no drop.
But in FFW jump troops may land even if the planetary defenses are not neutralized, and in I:E the full invasion is taken without neutralizing them too...
Side note: as for Jump troops being the High Tech equivalent to paratroopers, see that the Solomani jump divisions in I:E are numbered 82 and 101. Sounds familiar? (and see that the fact they are jump troops is irrelevant o nthe game ,as they are defending the planet).
Paratroops have other methods of entering the theater: air landing, helicopter assault, and other more conventional method: road, rail and sea.
So my version; Drop troops can insert by the classic jump from orbit, or be carried from orbit to the surface and air-landed by small craft or specialized landingcraft or they can assault from orbit using specialized "dropships" which not only carry them from orbit but support them on the ground.
For how invasions may be conducted, see the discussion about it in this thread.
I franky don't see much capsule jump in a grav environ, but YMMV, and that's for another thread discussion...
My vision is compatible with FFW and Invasion earth if Jump troops are considered "Lift" capable. That lift is provided by smallcraft.
I'd agree that they are probably only going to make one major descent per invasion. Although since Traveller tech makes getting to and from orbit easy I wouldn't rule out smaller scale movements.
I've never seen in I:E to return the jump troops to orbit to start another front, but that might not be a bad idea...
I'm very much patterning this on the way airborne troops actually operate today. Their principle value is their speed of deployment.
My idea is that mobility is how you get into combat, but you're correct that its important to know what their mobility is once they get there.
For Drop infantry they move from orbit to surface and then they continue as foot infantry. Again I'll point to the RIBs from GT:GF who are jump infantry but organised as light infantry i.e. no vehicles.
Note that my ArmyMaker also generates Drop Cavalry; drop troops that bring their armored vehicles with them in the tradition of the Russian VDV with their BMD armored vehicles. These would also be Jump troops with Lift mobilty in FFW and IE terms.
Why foot infantry?
In Traveller games they use to be grav lift infantry, once they have jumped. Be on grav vehicles or on grav belts, I guess that's what they should be (after all, at their TLs the "standard" mobility is grav lift).
Well see my earlier posts where I'm looking for assistance on this.
The tables in JTAS 10 generate Battalion Equivalents for ground forces.
They do not seem to account for any Wet Navy or COACC forces so I've asked above: should I use a portion of those BEs to build them or, as I'd favor, generate raw COACC Squadrons and Wet Navy Units in a separate pool. A modified form of Kilemall's formula might be the way to do this by figuring the proportion available in addition to the Ground Forces.
I guess both naval and air forces are depicted among the defense BEs and SDBs factors in FFW, and they are not in I:E.
And about total BEs, i guess that while tables in JTAS 10 or MT:RS are nice as a begining, but there may be quite a variation due to many factors.
While the first one that comes in mind is government digit, this may be missleading. jut to give some examples:
- A gov 7 is likely to make more BEs in the planet, as the diferent governments are likely to see others as a threat
- A dictatorship, OTOH, may want a large army, so that he can indoctrinate population in a military service, or may want a small profesional army so that it's more loyal to himself than to the population and few people are military trained (so difficulting a revolt).
- A democracy may see the army as an equalizer for social clases and establish a compulsory conscription (as the French Revolutionary Republic) or may want to have a small, profesional army
- A religious dictatorship may be militaristic or pacifist, depending on the tennets of its religion
This, cupled with other cultural and political factors may make the BE quite variable in reality.
One easy solution would be to modify the tables in JTAS 10 (or MT:RS) by 2d6-7 (or flux, as probabilities are the same, as Aramis has pointed several times) x 5%, so a random variability of -25% to +25%...