Originally posted by Maynard:
</font><blockquote>quote:</font><hr />{In a drop from orbit (HALO-style) the enemy would (I think) have a very hard time shooting down Marines. A drop right on (immediately next to, really) a target would entail the most surprise, shortest exposure to counterfire, and the quickest results.
It would seem so, until you factor in the much higher ROF's of heavy weapons, which can be as high as 40 up to 160 in some weapons, coupled with advances fire controls, along with advanced burst area weapons as AA.</font>[/QUOTE]If you light up the sky with your AAA you do one thing that in an Airborne Drop, today, that doesn't make much difference but in a Marine Drop from Combat vessels in orbit makes a hell of a difference. When you fire those weapons from your ground sites you identify those weapons for lightspeed and near lightspeed weapons to engage and eliminate them. (Extreme Counterbattery fire.) While most of those ground weapons are incapable of engaging the craft in orbit. I would be tempted to dump a load of decoys on the objective just to take out the Triple A.
</font><blockquote>quote:</font><hr />There is no situation in which marines are harder to shoot down than missiles with equivalent armor. Since Marines generally can't afford to impact the ground at five kilometers per second, Marines are generally much easier to shoot down than missiles. Considering what point defense can do to missiles in space combat, a combat drop into an area with zone defense is probably suicide.
What this means is that you have to drop outside of any major defensive perimeters, and come cross-country to hit the hardpoints.
I would agree with that; look at the ROF's of even the smaller heavy Energy field weapons, and imagine what a single 50 to a 100 ton emplacement with the advanced targeting and fire control can do to even a huge air assault of troopers, Battledress is kind of puny against those.
Battledress doesn't give any better protection than regular combat armor at the same tech level, or even over several tech levels; it's still 18 at all levels up to 15, and tech 14 combat armor is the same.
</font>[/QUOTE]Depends on which version of Traveller you are playing. In T20 there is a huge difference between Battledress and Combat Armor. IN CT there were a couple of important differences. The important one being unlimited endurance. In CT you were only allowed to move full speed, or strike full blows in a fight a number of times equal to your endurance. So if your endurance was 8 you could only move full speed 8 times or strike 8 full strength blows or any combination of the two per combat encounter.
Battledress is only economically justifiable in combo with the two man-portable heavy energy weapons as part of an integral system, as is heavily implied by the rules, both of which develop antigrav compensators at the next tech level after intro for the weapons, making battledress as a requirement obsolete. The combat armor equipped regular now has the same protection and firepower as the BD trooper, allowing for the equipping of roughly 3 regulars for the cost of 1 BD trooper, if you include the grav belt for all, up to a 6 to 1 advantage just on the armor alone. Even some of the lower tech 12-13 artillery mounted on grav tanks can chew up BD troopers.
The BD's only remaining advantage after tech 15 is the doubled strength and endurance, which is great for field engineers, but not economically sane or revelant to fire fights anymore, unless you can pull a Monty Python deal and get the enemy to drop their weapons and wrestle you. LOL
Again this would depend on the ruleset being used.
Those thoughts rely on five very important assumptions. The first is that you can attack the BD equipped troopers effectively from the vehicles, and they are in large groups instead of dispersed. The Second is that you are on a planet or in an environment that will allow you to deploy grav vehicles or Artillery. The third assumption is that you have space to transport these Grav Vehicles and Artillery pieces and ammo. The fifth is that these Grav Vehicles can stand up to Marine Multi-Mission Fighting Vehicles and Direct Naval Gunfire.
Grav vehicles are great. I love Grav APCs and G-Carriers myself. Howwever they don't work on the Highport. They don't work in an asteroid field. They don't fit in a typical Arcology or on a typical Orbital facility.They certainly aren't much use in a boarding action.
</font><blockquote>quote:</font><hr />Actually it depends on which version of Traveller you are dealing with. In CT and MT, virtually all marines are trained in how to wear Battledress. (It requires either the Vacsuit or the Battledress skill.) In T20 it is an optional Feat but easy to add. In MT and T20 virtually all Marines are trained in the use of Grav Belts. (Grav vehicle-0 skill in MT and Vessel(Grav Vehicle) are world feats/skills for high tech worlds which is a requirement for becoming a Marine.
Endurance of gravbelts is generally a month, rechargable from any fusion plant. My T20 Marine Battledress is only 48 hours endurance but it can be recharged from any convient power source and without a small stateroom isn't supposed to be operated for more than 12 hours anyway. There is no endurance limitation in CT/MT Battledress.
According to my set of MT rules, the life support for vacc suits doesn't exceed 48 hours, at tech-14. Grav belts at tech-15 have up to 4 hours at 300kg thrust. No mention anywhere of any longer endurance than a regular vacc suit in the CT and MT I have.
I didn't see anywhere where grav vehicle-0 skill includes grav belt, but it doesn't exclude it, either. In any case, jump troops are a seperate unit and specialty, according to the Rebellion or Referee's companion, I forget which, so I kind of doubt the Imperium is going to forgo grav belt-0 or more likely grav belt-1 as a qualification. I can strap on a parachute, jump out the door, and pull the ring as an 'unskilled OK' task; that doesn't make me air assault qualified.
I have CT and MT, and neither have anything that gives BD automatically to all Marines. In CT, unless it's some reference deeper in the LBB's I haven't run across, it isn't on the list of rolled up skills at all, until Mercenary, and vacc suit-1 is the minimum requirement in CT Mercenary, which even then doesn't allow you to use the weapon systems BD was designed to be used with without serious risk to life and limb.
While BD includes vacc suit, vacc suit is not a totally upwardly compatible skill. BD requires special training in both CT and MT.
In MT BD skill requires a roll of 7 on D6 to get, so it's rare even in the Marines and Commando both.
It's true Marines have more shots at getting it than regular Army, but given that the numbers of troops the Army is going to have over Marines, it becomes clear the Army is going to field far more jump troops and/or BD troops than The Marines, statistically, given the much smaller size of the Marines, in game terms. The BD system is more like the squad level Pigman, a heavy weapon specialist, with larger groups being special forces type commando and combat engineering units, going by economic and common sense trooper deployment.
</font>[/QUOTE]I didn't say the skill was automatic, I just said you are likely to get either Vacc Suit or Battledress. For most cases either will serve.
CT LBB1 Page 22:
Vacc Suit: The individual has been trained in the use of the Standard Vacuum suit (space suit), including armored battle dress and suits for use on various planetary surfaces in the presence of exotic, corrosive or insidious atmospheres.
CT LBB4 Page 10:
Battle Dress: The individual has been trained extensively in the use of battle dress and the weapon systems normally associated with it.
BattleDress expertise may be used as Vacc Suit expertise as outlined in Traveller Book 1. As indicated in Book 1, indivuals with Vacc Suit expertise may also use battle dress, and this is not modified by this rule. However, a number of highly sophisticated weapon syustems are designed for use specifically and exclusively with battle dress, and only Battle Dress expertise allows use of the weapon systems without danger of damage to the system. The specific weapon systems used are the PGMP-13 and the FGMP-14 as described in the section of this book entitled Ironmongery...
So the only case where the Vacc Suit skill isn't good enough is when the individual is also a PGMP or FGMP gunner. (Which is why, IMTU, the standard Marine Weapon is the Gauss Rifle and the PGMP/FGMP is the squad support weapon.
BTW MT has the skills read the same way, but T20 does not.
LBB1 says Air/Raft Skill applies to all Grav Vehicles. LBB4, LBB5 and LBB6 all say the same about the Grav Vehicle skill. LBB3 the Air/Raft is listed as having effectively unlimited endurance, requiring refueling every 10 weeks or so. Then says the Grav Belt has similar speed, and range performance to the Air/raft.
MT Players' Manual says that Grav Vehicle skill counts as Grav Belt skill -1, so I stand corrected. If you are using the MT ruleset you have to either have Grav Vehicle 1 or Grav Belt 0 to use a Grav Belt. (Not that Grav Vehicle skill is difficult to come by but it isn't universal.)
Also MT does limit endurance of a Grav Belt to 8 hours at TL-15, but it doesn't stop you from carrying a couple of spare batteries so you can go 24 hours between charges. In MT, Battledress, and Combat Armor for that matter, is extremely resistant to small arms fire. It takes either a PGMP/FGMP, a HEAP Ram Grenade or heavy vehicle weapon to penetrate it. And those same weapons also penetrate most light armored vehicles.
Again T20's Battledress as a vehicle changes the dynamics significantly.
You do have Joe Fugate as an ally, though; his assault on Khishan has 'several divisions of Imperial Marines in BD, supported by an armored cavary battalion' landing on Desmas Down Port in the KnightFall adventure book, though in the text there's a reference to them wearing both combat armor and BD, which leads me to mean there is 'battle dress' the generic term, which includes all military personal armor, and Battle Dress, the specific integrated weapons system.
Battle Dress only has one Traveller Meaning. I have never heard it refer to anything else besides Battle Dress. A specific powered armor.
</font><blockquote>quote:</font><hr />What good is an APC in a Boarding action? What good is an APC on a typical Orbital facility, Underwater Arcology, cave and tunnel complex, enclosed city, hive, etc.? Armored vehicles that don't fit down corridors are useless in most typical Marine Operations. And if you look at any Traveller Setting you will find that less than half the worlds in the OTU are actually nice Earth Like atmospheres where people live outside under an open sky.
I believe I agreed that it depends on the mission what combo of forces are deployed. I can find special cases for nearly everything; they don't prove a rule, though. The Army is going to be called in to control the ground and orbital air space, as per the Rebellion and COACC books, in most instances. The Marines will be used in limited actions, like Naval ops, or beachhead establishment, barring the availibility of Army units. </font>[/QUOTE]The problem is that Naval ships have limited space to transport Marines and Marine Vehicles. If these Marine Vehicles are limited to combat only under certain circumstances then the Navy is likely to require space saving doctrine. More general vehicles and equipment instead of specialized equipment. I am not saying the specialized equipment won't exist, just that the typical Fleet Marine Unit won't have it.
If you look at the Spinward Marches map, you'll see that the vast majority of the Hi Pop worlds are not Atmosphere 0 astroid belts or bare rocks, either.
No they aren't all atmosphere 0. But lets take a peek. High Pop Worlds in the Imperium, in the Spinward Marches Sector. I counted 26 High Pop Worlds. Here is how they break down. Asteroid Belt/Vacuum: 1, Trace: 2, Very Thin: 3, Very Thin Tainted: 2, Thin: 3, Thin Tainted: 3, Standard: 2, Standard Tainted: 2 (Also 1 of these happens to be 100% hydrographics), Dense: 2, Dense Tainted: 4, Corrosive 2. So on these high pop worlds probably 25-30% of them will have traditional homes and villages, the rest will probably be some kind of arcology, hive, or other closed environment population centers. That percentage is actually a bit more skewed than I expected. I figured it would break close to 50-50. Being generous, 70-30? The Navy isn't going to carry armor that is relatively useless for more than 75% of Marine missions. (Rember Planetary Combat is only one aspect of Marine Missions.)