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Imperial Marine and Imperial Army capabilities

Forgot to add - I need to dig out my box with the Striker books in it to read up on the collapsing rounds. I'd like to see how hard it would be to port those rules into MT. That might enhance the capabilities of the two light vehicles I have mounting 60mm autocannons.

I's also like to work out a dumbot autoloader design for the heavy vehicles - something that will automatically transfer ammo between the Hastati and Hoplite without the crew having to dismount. I put tentacles into my design for this but I want to design a bot for it. But that means I need to find MT rules for robots, or make some up...
 
Forgot to add - I need to dig out my box with the Striker books in it to read up on the collapsing rounds. I'd like to see how hard it would be to port those rules into MT. That might enhance the capabilities of the two light vehicles I have mounting 60mm autocannons.

I's also like to work out a dumbot autoloader design for the heavy vehicles - something that will automatically transfer ammo between the Hastati and Hoplite without the crew having to dismount. I put tentacles into my design for this but I want to design a bot for it. But that means I need to find MT rules for robots, or make some up...

Collapsing rounds are great, if you can afford them and the damper box needed to carry them. Suddenly your autocannons become tank-killers. However, remember they are only able to be used against vehicles and structures in CT/Striker. Collapsing rounds are given rules on page 10 of CT/Striker Book 2 and the rounds are given stats on page 40 of Book 3.

In CT/Striker any indirect fire vehicle can have a single accompanying ammunition vehicle that counts its load as part of the indirect fire weapon's "ready supply" (Book 3, page 13). Did this rule not make it into MT?
 
Very nice.

I need to redesign my UCP page - take out some of the extraneous stuff I put in there and make it a better play aid along the lines you followed. Something to work on later when work interferes less with what I really want to be doing.

I'd love to be able to incorporate some artwork like you did using the image from 101 vehicles. I've tried some deck plans but nothing more ambitious yet.


If I might offer a suggestion, why does your UCP list the NOE speed of a grav design as the maximum theoretically attainable rather than that permitted by avionics? Surely it would be more useful to list in the main section the NOE speed you're actually allowed to attain?
 
Forgot to add - I need to dig out my box with the Striker books in it to read up on the collapsing rounds. I'd like to see how hard it would be to port those rules into MT. That might enhance the capabilities of the two light vehicles I have mounting 60mm autocannons.

I's also like to work out a dumbot autoloader design for the heavy vehicles - something that will automatically transfer ammo between the Hastati and Hoplite without the crew having to dismount. I put tentacles into my design for this but I want to design a bot for it. But that means I need to find MT rules for robots, or make some up...

Book 8 (Robots) & 101 Robots is MT for all intents and purposes.
 
I have LBB 8 but was wondering if there was anything similar released for MT.

I've never seen 101 Robots. Was that a CT product?
 
Bk 8 was compatable with MT, as well as CT.

101 Robots was MT era DGP, using Bk8 stats.

101 Vehicles has the rules for using robot brains in lieu of computers and crewmen.
 
I've been giving this topic quite a bit of thought since the thread was first started, and I've finally got around to putting some stuff down on paper. So, here's my take on the Marines and the army (still a work in progress, but the bulk of it's done).

Thanks to the various posters in this thread who have inspired several parts of what is to follow.

IMPERIAL MARINES
The Imperial Marines are the elite troops of the Imperium. They receive the best training and equipment available, and form the forefront of any major operation. They are also best equipped and placed to deal swiftly and effectively with sudden threats and emergencies. However, they rely on the Imperial Navy for logistical support, and are generally ill-suited to long or middle-term deployments – protracted operations are the domain of the Imperial Army or local forces.

Imperial Marine HQ has five subordinate commands – Ground Command, Star Command, Security Command, Adminstration Command and Combat Command.

Ground Command is tasked with developing training and doctrine for ground assault elements of the Marines, while Star Command peforms the same role with respect to fleet security and space assault troops. Security Command is responsible for Marine elements deployed as security personel for embassies, fixed naval assets and other political assets. All actual Marine combat assets fall under the control of Combat Command. Administration Command operates at the Domain level, and deals primarily with personnel management, including recruiting, pay, senior promotions and posting. Most other logistical tasks, including the provision of dedicated medical personnel and aerospace fighter support, are the responsibility of the navy.

Combat Command can be generally divided into two categories – Marine Response Units and Fleet Marine Personnel.

Fleet Marine Personnel are allocated to almost all Imperial Naval vessels. Corvettes and frigates generally count a single Force Lieutenant or First Sergeant as Marine Officer, who is in charge of ship security. Destroyers are allocated a Star Marine section of six personell, commanded by a Force Lieutenant, while battleships have a Star Marine platoon complement, commanded by a Force Lieutenant or Force Captain.

Cruisers, being more wide-ranging vessels designed to respond rapidly to emerging threats, are allocated larger Marine complements that include ground assault elements. These Marines are not merely present for security or to conduct boarding actions, but can also be called upon to undertake ground actions.

Light cruisers carry a Variable Action Company consisting of one platoon of Star Marines, two ground assault platoons, a support platoon and a grav tank. Heavy cruisers carry two such companies, while battlecruisers carry an entire Marine Fleet Readiness Unit. A small number of Marine auxillary cruisers are assigned directly to the Imperial fleet, and carry a reinforced Variable Action Company.

Marine Response Units are not allocated to regular navy vessels, but are instead based on their own fixed facilities. Each MRU is generally allocated three Marine auxillary cruisers, three escort cruisers and an escort carrier, and the unit can be rapidly deployed to deal with any threat or emergency in the local region. MRUs are generally utilised in situations where troops are needed, but a conventional naval presence is either unavailable or unnecessary.

Ground Assault Section (10)
- Fire Team [2 x Marine, LCpl, Cpl; FGMP15, MRFGG, AGP, 2x Heavy Gauss Rifle or CC Pulse Laser Rifle]
- Fire Team [2 x Marine, LCpl, Sgt; FGMP15, MRFGG, AGP, 2x Heavy Gauss Rifle or CC Pulse Laser Rifle]
- Grav Carrier (Drop Capable) [Driver, Gunner; LFCG15, Triple Heavy Laser-15 or ARFM]

Ground Assault Platoon (36)
- 3 Ground Assault Sections
- Command Section [SSgt, FLt/FEns, Cpl, Marine, Grav Carrier, Driver, Gunner]

Star Marine Section (6)
- Fire Team [2x Marine, Cpl; 3x CC Pulse Laser Carbine]
- Fire Team [2x Marine, Sgt; 3x CC Pulse Laser Carbine]

Star Marine Platoon (28)
- 4 Star Marine Sections
- Command Section

Variable Action Company (~200)
Star Marine Platoon
- 2x Star Marine Section [Battle Dress]
- 2x Star Marine Section [Combat Armour]
- Command Section [Battle Dress]
2x Ground Assault Platoon
- 1x Ground Assault Section [Battle Dress]
- 2x Ground Assault Sections [Combat Armour]
- Command Section [Battle Dress]
Assault Boarding Vehicle Platoon
Support Platoon
- Fire Support Section
- EW Section
- Recon Section
- Technical Section
- Assault Engineering Section
- Signals Section
Grav Tank
HQ Section

The VAC(reinf) gains an extra ground assault platoon, and the grav tank is moved into a seperate armoured platoon containing three tanks. Two or three VACs may be combined into a Variable Action Battalion, under the command of a Lieutenant Colonel.

Marine Response Unit/Fleet Marine Readiness Unit (~530)
Star Marine Company
- 1x Star Marine Platoon [Battle Dress]
- 1x Star Marine Platoon [Mixed]
- 1x Star Marine Platoon [Combat Armour]
- HQ Section
2x Ground Assault Company
- 1x Ground Assault Platoon [Battle Dress]
- 2x Ground Assault Platoon [Combat Armour]
Armoured Platoon [3x Grav Tank]
HQ Sect [FCmd]
Support Company
- Meson Battery [3x Meson Sled]
- Fire Support Platoon
- Assault Boarding Vehicle Platoon
- Assault Engineering Platoon
- EW Platoon
- Signals Platoon
- Technical Platoon
- Recon Platoon
- HQ Section
Admin Platoon
HQ Sect

Two to four MRUs and/or FMRUs can be combined to form a Marine Fleet Element, under the command of a colonel. Larger marine formations exist only for the purposes of chain of command and logistical responsility – a threat that cannot be swiftly dealt with by the incredible firepower of a MFE and it's requisite naval support inevitably means a battle of attrition, which falls under the umbrella of the Imperial Army's mandate.

Subsector forces form a Marine Brigade, under the command of a brigadier, whose main job is to allocate resources and plan deployments, but who subordinates operational command to local Marine, naval or political commanders. Generals hold command positions at the Sector and Domain levels, but at this point they are fully integrated into the Admirality and answer directly to senior naval personnel. During full scale war, a brigadier or general may be posted as OPCOM MFT (Operational Commander of Marine Forces in Theatre).

Non-Imperial Marine Forces
Most navies maintain a cadre of marines as ships troops, although ship's troops is almost all they ever are. Responsible for ship-board security, soft boarding, and sometimes hard boarding, they generally lack the equipment and training of Imperial Marines. Naval infantry are also sometimes employed, generally for the defence of planetside naval installations; a small number of navies maintain an infantry force capable of limited offensive operations. Some highly mobile army units have similar capabilities to the Marines, and some of these are called marines locally; to a Marine, however, they're naval infantry or army, not Marines.
 
IMPERIAL ARMY

The Imperial Army (officially, the Unified Armies of the Imperium) comprises the majority of Imperial ground forces, and is used in the conduct of major planet-side operations and in most other situations requiring extended deployments. As well as conventional warfare, the army is tasked with policing actions, peace keeping, disaster relief and garrison duties. Because much of the cost of the army is directly absorbed by Regimental Colonels or the Imperium's member worlds, deploying the army is generally considered a preferable option to sending in Marines, all things being equal. Despite Marine claims to the contrary, many army units are as competent as any Marine unit – however, the army lacks the universal standards of equipment and training enjoyed by the Marines, and is far less capable of swift deployment.

Regular Brigades are generally equipped at TL13-15, while Colonial Brigades and Regiments vary from TL10-15 .

The UAI (commanded by the Lord Marshal of Unified Armies of the Imperium) has three sub-commands: Planet Command, Logistics Command and Training Command.

Logistics Command deals with most issues of materiel and manpower, while Training Command develops doctrine, forms enlistement policies and details standards of training. Planet Command is the combat HQ.

The army uses two distinctly different base administrative units – the Regiment and the Division.

Regimental Units
Infantry regiments may be raised by any party with sufficient resources, with the permission of a Sector Duke or higher. The party raising the regiment is granted a commission at the rank of colonel (retired officers of higher rank retain their old rank as honorary titles, but are still referred to as Colonel of the Regiment). Apart from an occasional honorary commission, this is the only situation in which the rank of colonel is ever used in the army.

The Colonel of the Regiment is responsible for recruiting, establishing a garrison, supplying his troops, conducting training and all other such tasks. All these requirements are closely audited by the army to ensure minimum standards are maintained. If a regiment fails to meet standards, it can be disbanded, or the Colonel may be replaced (generally the former, unless the Colonel is particularly incompetent, as a regiment tends to be loyal to it's Colonel). Usually, the Colonel will first have an opportunity to rectify the situation, possibly after a suitable fine has been levied.

A regiment must contain at least two infantry battalions that are available for deployment by the army, and the Colonel may reserve one battalion for his own use. As such, the vast majority of regiments contain three batallions, as the Colonel gains no direct benefit from a larger regiment. Non-infantry or mixed regiments are sometimes raised, but only in rare situations. No individual may maintain more than a single regiment, although some nobles with multiple titles skirt this stipulation by forming additional regiments using different titles (hence why Emperor Strephon has only a single regiment, but Archduke Strephon and Count Strephon also have regiments). It is possible to maintain a regiment and a seperate, entirely private force.

While an offical Regimental Contract contains a large number of more specific legal details, exceptions and conditions that are not detailed here, the basic structure of the contract means that approximately one third of the reasonable running costs of regiment (less for low-tech regiments, slightly more for high tech regiments) are paid back to the colonel, first in the form of tax exemptions and then in cash or materiel payments if the value of the refund exceeds his tax owing. Reasonable expenses are considered anything that directly effects the regiment's ability to wage war, and additional expenses not exceeding 20% of that value. Costs for deployments are billed to the Colonel of the Regiment upfront, and Imperial repayments made in installments. Colonels with regiments that are borderline cases for being disbanded sometimes find themselves billed into oblivion using deployment fees (occasionally, they simultaneously discover that they're being billed for the costs of having their duty battalions sent to their deaths).

Assuming that neither side is cheating the system, the end result is generally that a Colonel gets one batallion at the cost of two, while the Imperial Army gets two battalions for price of one. The Colonel's garrison battalion can be put any legal use he desires, including being hired out on mercenary tickets (no additional mercenary licence is required for this). For this reason, duty battalions are rarely deployed to the same theatre as battalions from nearby regiments – it is entirely possibly that the regiments have clashed in a private war at some point. Although the Colonel is welcome to personally command his garrsion battalion, he is never deployed with or given operational control of his duty battalions.

Regimental battalions typically have a greater sense of unit history and esprit de corps than other units, and older regiments, especially the huscarls maintained by some Lords Mandate, often have long and glorious histories.

Divisional Units
While regimental units provide useful, subsidised additions to the army, the bulk of the army is orgainised on a Divisional level. The Administrative Division performs many of the same functions as a regiment – being responsible for recruiting, career management and internal logistics. However, divisions can draw on the resources of higher levels of command, and have less leeway when it comes to their methods, being directly responsible to higher command on all levels.

Each subsector has eight nominal divisions, although typically only four to six are maintained at any given time. Almost all divisions consist of an armoured brigade, a colonial brigade, and divisional resources such as the divisional air wing, divisional artillery etc...

Armoured brigades generally consist of tracked and wheeled ground vehicles, although some brigades are equipped with grav vehicles. Occasionally, mechanised infantry, airmobile or airborne brigades are used. Grav armour brigades are airmobile by their nature.

DIVISION
Division HQ
Divisional Air Brigade
- Air Superiority Wing
- Ground Attack Wing
- Airlift Wing
- Aerial Reconnaisance Wing
Divisional Artillery Brigade
- Meson/Heavy Artillery Bn
- Medium Artillery Bn
- Medium Artillery Bn
- Air Defence Bn
Divisional Engineering Bn
Field Hospital
Divisional Administration Bn
Colonial Logistical Bn
Armoured Brigade
- 2x Armoured Bn
- Armoured Reconnaissance Bn
- 2x Mechanised Infantry Bn
- Field/Medium Artillery Bn
- Combat Engineer Bn
- Technical Bn
- Brigade Adminstration and Support Bn
- Tactical Air Squadron
- Brigade HQ
Colonial Brigade
- 2-4x Infantry (Mech/Motorised/Airmobile/Light) Bn
- Armoured Bn
- Field/Medium Artillery Bn
- Combat Engineer Bn
- Brigade Admin and Support Bn
- Brigade HQ
 
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Colonial Brigades
The Colonial Brigade is the basic building block from which the Imperium constructs the bulk of its force. Every settled planet in the Imperium is required to provide one trained and equipped soldier for every 1,000 members of its populace. The alternative is to pay taxes equivalent to training and maintaining twice that number (for populations below 100,000, the tax is mandatory unless a sub-unit of at least company strength unit is maintained). Worlds that maintain the requisite troops can equip them from Imperial stores at discounted rates, are allocated military advisers and instructors, and are free to employ their troops as they see fit when they are not on secondment to the Imperial Army. The Imperium absorbs roughly ten percent of the costs of maintaining colonial units, and twentyfive percent for units on Imperial secondment. The rest is paid by the homeworld (or billed to them if the unit is deployed), but costs arising from deployment can be paid in installments where the amount owing is a significant portion of GDP.

To facilitate effective training and interoperability, local units are deployed to colonial brigades on a three year rotation. Units in colonial brigades have Training NCOs sourced from within the direct Imperial structure posted in additional senior NCO position at platoon level and higher (eg, a platoon will have their own platoon sergeant, as well as a training sergeant, a company will have a native Company Sergeant Major and an Imperial Training WO2). Additionally, company and battalion 2ic positions will be filled by Imperial officers, assisted by native 2ics if present. These additional NCOs and officers will guide the unit's training programme and are always available to provide advice. The first year spent in a Colonial Brigade will generally involve intensive training, beginning with section-level work, and advancing to a brigade operation early in the second year. Units in their third year are priority candidates for active deployments to intensive conflict zones.

At the completion of the three year rotation, individuals may apply for transfer to the regular brigade, although efforts are made to ensure that a healthy cadre of officers and NCOs are returned to their homeworld to help spread their newly acquired skills and knowledge. Since the main objective of the colonial brigade scheme is to improve the overall skill-base, a larger standing army does not necessarily mean a world will gain a proportional increase in the number of units deployed to colonial battalions – efforts are made to ensure units from all planetary armies spend time in the colonials.

In the event of large scale war, entire colonial divisions may be formed as planetary forces are called up, and standing divisions will generally be reinforced with additional colonial brigades. Colonial Logistical Battalions are present in all standing Divisions to assist in properly equipping Imperial forces during such an influx of troops.

Tactical Divisions
A standing division may be deployed as entire entity if required, or brigades and regiments from a variety of locations may be combined in a theatre into temporary tactical divisions.
 
Marine Expeditionary Unit-

Equipped at TL-15, this unit is embarked on either two older transports or on a modern transport with better troop rooms and training areas.

The unit always deploys with one or more underway cargo vessels when deploying with the older transports (the newer version has cargo holds) and always with at least one bombardment cruiser (usually an older cruiser with a meson spinal mount and most of the bays converted to ortillary).

The unit only deploys attached to a fleet unit, typically a task force of several cruisers and many smaller ships.

The MEU is 1770 Marines, not including Navy ship crews for the transport(s) and cargo vessels or the bombardment cruiser. It is intended for small operations or seizing a remote foothold on a planet while supported by a Navy Task Force with complete orbital control.

Other than small detachments sent down from capital ships, usually for security or military police applications, this is the smallest Marine unit intended to land on a planet's surface.

The line platoons typically land by orbital assault, with the rest of the unit deploying by troop transport. The MEU Commander has the option of having vehicles self deploy.

The MEU commander is usually a Colonel, the Bn CO usually a Lt Colonel.

When Army units are planned to be attached or also used for an operation the MEU commander assigned is often a Brigadier General if the Army unit is regimental sized.

MEU sub units:

The Battalion --

--Headquarters--CO, XO, Sgt Mjr for the MEU, PLUS CO, XO, and Sgt Mjr for the Battalion-- HQ Staffers, Admin and Operations and Intel officers and staff, supply Marines. The unit is divided between the actual HQ, and the HQ and Service company. About 100 Marines, all with combat armor and equipped with 20 Astrins, four of which are mobile command centers.

--Line Companies--265 Marines, there are four of these in the Battalion each made up of four platoons plus a CO, XO, 1st Sgt, and several enlisted staffers and supply Marines, equipped with 6 Astrins, one of which is a mobile command center. This is the lowest Bn level where Marines do not wear Battle Dress.

--Platoons--four squads of three fire teams each plus a Plt Sgt, Plt Ldr, and three medics

--Squads--Four fireteams plus a Sqd Ldr, each fire team is three Marines in Battle Dress, two with PGMPs and one with a gauss rifle.

Grav APC Company--a unit of 43 Astrins broken down into 4 platoons of 10 each, plus units for the CO, XO, and 1st Sgt. In addition, the unit has 4 Astrins converted for field vehicle repair work. A total of 150 Marines. This unit can be used for transport of a line company or be broken down and pieced out among the line companies.

Grav Tank Company--a unit of four platoons of five Intrepid grav tanks each, plus Astrins for the CO, XO, and 1st Sgt, and 4 Astrins converted for field vehicle repair work. A total of 80 Marines. This unit can be used as a company or be broken down and pieced out among the line companies.

Arty Battery--a unit of four platoons of five Sunbursts each, plus Astrins for the CO, XO, and 1st Sgt, 4 Astrins used for fire direction and air defense control and usually co-located with the Line Battalion, and 4 Astrins coverted for field vehicle repair work. A total of 100 Marines. The Sunbursts are used for air defense and arty work. The Battery fire direction unit usually controls ortillary fire, meson fire, and Marine and Navy small craft and fighters.

Damper Platoon--Five Astrins, each with a damper, and two Astrins for general support. 28 Marines.

Intel and Civil Affairs Platoon--Four Astrins, 20 Marines.

Composite Squadron--Three Sections of Rampart fighters (five per Section); three Sections of five 50-ton type TT troop transports. 2 Gigs. Maintenance section. 100 Marines. This unit typically remains based on the ship.

Maintenance company--120 Marines, 20 Astrins (five of which are equipped for heavy maintenance and three of which are equipped for medical care and low berth freezing). This unit also has the ability to mount earth moving and construction equipment when brought from the cargo holds.
 
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With HGS at TL-15 we can haul the whole unit at J-4, 2-G with a type J Meson, full screens, and some casters and lasers.

With the whole unit and equipment plus tubes, a 2,000 ton training area, and 10k ton cargo, it comes in right at 60,000 tons.

MCr 25,250.
 
Wow! Very well thought out organizational concept.

Your treatment of the marines dovetails almost exactly with what I am have been working on with only minor differences. Example: I have ground security and boarding forces under the same command as I thought the skill sets kind of went together - but considering your description I'm inclined to use your organizational scheme.

I like the concept for the Army as well. I've been trying to puzzle together the inter-relationships between Imperial and sector/subsector/planetary forces and haven't yet got it to the feel I want. I think my final product will be very similar to yours. Thanks very much for posting your work.
 
Thank you.

For the next highest level, the MEB, change the Battalion for a Regiment, and the Grav APC, maintenance, Tank, and arty units become Battalions, the damper and intel units are companies, and the squadron becomes a group.

Figure about 5,100 Marines, and you can use three transports.

That would be the landing when the Leader of Mora forgets that slavery isn't good for the economy and didn't listen to polite rebukes from the local Count. The party would end right there. Also, the MEB would punch a hole in Mora at some remote location for follow on troops when the planet revolted.

Then the largest Marine unit would be a division of troops, and regiments of everything else. That's what you use to punch the foothold on Terra for the Army to pour down through.


With the Army my thought was that the MEU gets sent to X for unrest or a minor revolt, and lands. There is some fighting that gets bloody fast. Meanwhile, a TL11-15 Army Regiment is shipped over in troop transports and cargo ships. They filter down through the landing zone and spread out to do the occupation, while the Marines provide the fist.
 
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Garyius,

I'm sorry - the post you replied to was meant for Sablewyvern - I hadn't read through your posts yet and neglected to address my post.

That said, the same compliment applies. Your organization (I think) lends itself to task-organized heavy forces very well. Since the force I am trying to build now is a composite one (more mechanized than not) your treatment helps me a lot.

I'm going to draw ideas from both you and Sablewyvern as there are many pieces that it appears you have given more thought to than I have. I do have a first draft of the cavalry troop for an Army Assault Regiment done. You can see it here.

[edit: had trouble with the link but it should work now]

Will post more when I can. Your work has got me excited to get more of my concepts fleshed out.

Thanks,
 
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Your treatment of the marines dovetails almost exactly with what I am have been working on with only minor differences. Example: I have ground security and boarding forces under the same command as I thought the skill sets kind of went together - but considering your description I'm inclined to use your organizational scheme.

Initially, I did have Security Command as part of Star Command, but I had two problems with that -- first, it meant that Star Marines would likely fill most of the embassy posts; and secondly, embassy duty and VIP protection is distinctly different from conducting boarding actions. Making security a subset of Star would make plenty of sense, though. Even with the split, naval star base security almost certainly should fall under Star Command, but that's not necessarily going to mean that it does. Different commands bickering about their jurisdiction is important to the smooth running of any military force. ;)

I like the concept for the Army as well. I've been trying to puzzle together the inter-relationships between Imperial and sector/subsector/planetary forces and haven't yet got it to the feel I want. I think my final product will be very similar to yours. Thanks very much for posting your work.

Yeah, I'm most happy with my army structure. Given the fairly narrow scope of the Marine role, I'm not sure there's that much room for real out-of-the-box concepts, and I certainly don't think there's anything particularly original in my Marine organisation -- I basically just took Akaramis' comments in this thread, combined those with the distinct Star Marine/Ground Assault split in MGT, and went from there.

As for higher levels of army command, my thoughts are as follows:

Subsector Forces (Divisions and Regiments) are managed from Subsector HQ, by Lt Generals, and Sector Forces from Sector HQs by Generals. The GOC Subsector (under direction from the GOC Sector) allocates a small number of undeployed units as Subsector Standby Units, which can be called up at need by the local Duke. Similarly, a number of units become Sector Standby Units, which can be called up without notice by the Sector Duke. If a Duke needs more forces than are available in this fashion, he can request (but not demand) the mobilisation of local planetery forces, hire mercenaries, or request more units from the next level up the command chain. Sector and subsector commanders answer to their duke only with respect to the use and deployment of those Standby Units -- they cannot be compelled to mobilise further forces without internal army authority.

Domain Forces form the Unified Armies of Whatever Domain, and are commanded by a Lord Marshal. The Archduke has direct and total control over all Imperial Army forces in his domain. However, the army high command, when planning or conducting huge operations, can relocate units and formations between domains, and can also designate units for Imperial Reserve Deployment, meaning that they are earmarked for future deployment to operations of Imperial significance, and cannot be deployed by the Archduke or his subordinates in the meanwhile.
 
I should point out, just in case there's anyone one here less Traveller-savy than I, that neither my Marine nor army organisations make any serious attempt to adhere to canon.

Generally, when developing MTU, I start with my limited supply of known "facts", but then extrapolate in any way that takes my fancy. If I later uncover new canon, I will incorporate it if it is compatible with what I have already developed, or simply discard it if it is not.

IOW, unless you know otherwise, assume anything I've posited in this thread may be in direct conflict with the OTU.
 
Major B

Major B;250711 I do have a first draft of the cavalry troop for an Army Assault Regiment done.[/QUOTE said:
Being a former Cavalry Squadron member myself I like the way you even included the Ops Officer and Instructor Pilot!

If you go back to the OLD H series Cavalry Squadron you would also have some organic arty and engineer support.

Nice Work!!
 
Thanks much GL.

By the way, the indirect fire capability is there in the mass drivers on the Hastati CCVs and at least some of the engineer capability is there in the demo specialists within the Infantry Combat Teams.

I combined concepts in a way - taking from past and current armored (ground) and air cavalry organizations. I thought warrant officers would be the right route to grow and retain qualified pilots but having enlisted gunners made sense since the tanks are still tanks.

The CCV has the intelligence gathering capabilities needed and the maser communications systems link each vehicle to the overall situational awareness network to share information, especially targeting data.

The troop is about twice the size of what one thinks of as a company today, but that is deliberate. The organization is capable of tasks that would take a far larger force to do today so I built in more planning capability (especially logistics and support planning) and increased the level of leadership, so a major commands the troop and captains command the platoons.

I'm happy with how this one worked out. The infantry company has been a little harder because it is not as symmetrical when I build in the capabilities I want. The infantry platoons have four squads instead of three and there are extra platoons adding indirect fire and antiarmor capabilities. I should have that done soon.

I'm going to post the regimental wire diagram in the file library later. I'll come back and edit this post to provide the link when I do.

(edit: The files are posted here)

Thanks again for the feedback.
 
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