BetterThanLife
SOC-14 1K
Damn Ranger, you type faster than I do.
But if you constantly form teams and break them up, they won't be as effective as a unit that is always together. (well virtually always together, of course you will have turnover and people will have to be trained but the unit will essentially always be a mech unit. They will have proceedures in place, SOPs etc. I am not saying that your vehicle crews if kept in a seperate unit wouldn't know how to be vehicle crews, but they won't work as well with their dismount component as a unit that does that full time.Originally posted by Piper:
That's only an issue if you rotate your units as a whole.
If your armor/lift/support units are permanent and you rotate troops through them on an individual basis, then you maintain a fully trained unit while distributing trained individuals throughout the rest of the organization.
You would think that the military at higher tech levels would try to keep things simple, and make things simpler. But that has never been the case.Originally posted by jasper:
Guys won't an advance tech level try to KISS it.
So ground and grav transport would drive the same way and have a driver's gun mount and the shotgun would control the main weapons with a switch which allows both front seat people to control the weapons. Now a cook stuck into tl 14 bradley may not be able to pop a wheelie and lay covering fire from the ulimate uzi mount as the normal driver and shot gun but he would cause as much destruction. Think of as the Urban warfare rv from Stripes. they cause alot of destruction as they did with little training .
Also it skill/feat problem gives backbone to this.
What unit is always together? In Traveller, military personnel change assignments every year. Integrating a certain number of new people into a unit won't have a major affect on unit quality. Considering the amount of active duty a Book 4 character sees, (and the implied casualty rates) units have to deal with replacements on a regular basis.Originally posted by Bhoins:
But if you constantly form teams and break them up, they won't be as effective as a unit that is always together. (well virtually always together, of course you will have turnover and people will have to be trained but the unit will essentially always be a mech unit. They will have proceedures in place, SOPs etc. I am not saying that your vehicle crews if kept in a seperate unit wouldn't know how to be vehicle crews, but they won't work as well with their dismount component as a unit that does that full time.
What unit is always together? In Traveller, military personnel change assignments every year. Integrating a certain number of new people into a unit won't have a major affect on unit quality. Considering the amount of active duty a Book 4 character sees, (and the implied casualty rates) units have to deal with replacements on a regular basis.Originally posted by Piper:
</font><blockquote>quote:</font><hr />Originally posted by Bhoins:
But if you constantly form teams and break them up, they won't be as effective as a unit that is always together. (well virtually always together, of course you will have turnover and people will have to be trained but the unit will essentially always be a mech unit. They will have proceedures in place, SOPs etc. I am not saying that your vehicle crews if kept in a seperate unit wouldn't know how to be vehicle crews, but they won't work as well with their dismount component as a unit that does that full time.
Actually IMTU the primary reason I have Ground Forces Marine Branch is so that not all people serving in the Marines have Battledress. When forming a new unit Ground Forces MArines draws experienced NCOs from Fleet Marine Branch. THis forms the backbone of a Ground Forces Mission. Generally Ground Forces Marines are assigned to a specific world that unit may be there for, literally centuries, generally in situations where Army forces can't be used, usually for political reasons. IMTU Army units belong to the planets that they were raised on, and while they may be mobilized to serve the Imperium off world their primary loyality is to their planet. Fleet Marine Branch (The largest of the 4 branches.) are 80+% Battledress trained. (MMMFV crews are the only fleet marines that are not required to be Battledress qualified.) Marine Commando Branch (the smallest of the 4 branches.) is 100% Battledress qualified. Ground Forces Marines, overall would be somewhere around 50% Battledress qualified. Marine Support Branch somewhere around 25% BD qualified.Originally posted by Fritz88:
Bhoins, you could also have units rotate from Light to Heavy, Lift to Fleet, etc. from one trip out to the next. You can functionally build your TO&E so that the unit trains for its general mission (fleet riders doing boarding actions, this time) each time they prep for a "cruise". Of course, now, all of your Marines have to be BD-trained.........
But, remember, all Marines are Riflemen, first. At least that's what Marine aviators keep telling me. That should mean a good portion of your MMMFV pilots would be BD qual'ed. Of course, IMTU....Originally posted by Bhoins:
(MMMFV crews are the only fleet marines that are not required to be Battledress qualified.) Marine Commando Branch (the smallest of the 4 branches.)
But, remember, all Marines are Riflemen, first. At least that's what Marine aviators keep telling me. That should mean a good portion of your MMMFV pilots would be BD qual'ed. Of course, IMTU....Originally posted by Fritz88:
</font><blockquote>quote:</font><hr />Originally posted by Bhoins:
(MMMFV crews are the only fleet marines that are not required to be Battledress qualified.) Marine Commando Branch (the smallest of the 4 branches.)
Now I understand why our views on this don't mesh well. Your Battledress is more like a small Mech rather than augmented body armor. In that case, I would organize them like vehicle units rather than infantry. Base units of 4 and build it up in a "square" organization. Four marines to a platoon, four platoons (16 marines) to a company, four companies (64 marines) to a battalion. You could make one platoon per company a support platoon and one company per battalion a support battalion.Originally posted by Bhoins:
Ranger, in my T20 Marine Battledress material I have a fire support suit. It is 300Vls (As opposed to 249vls) and has an interchangable weapon pack that is a Tac Launcher, or light MRL or other weapon that fits in the available 50vls space. (It loses a little agility compared to the 249vls suit but that is deemed acceptable to provide the additional firepower.)
The only thing my T20 Fleet Marine units equipped with Battledress are potentially missing are the RPX/RPY and VFR Gauss Guns of an Empress or Astrin. They are stealthier than the APCs and equally armored with virtually equal performance.
Now I understand why our views on this don't mesh well. Your Battledress is more like a small Mech rather than augmented body armor. In that case, I would organize them like vehicle units rather than infantry. Base units of 4 and build it up in a "square" organization. Four marines to a platoon, four platoons (16 marines) to a company, four companies (64 marines) to a battalion. You could make one platoon per company a support platoon and one company per battalion a support battalion.</font>[/QUOTE]That is the latest version of Battledress. Personally I like the concept, it gives you a reason to wear Battledress instead of Combat Armor. Coincidentally Battledress costs much less in T20. And it allows you to have Marines be like David Webers, Royal Manticoran Marines in Battle Armor or Robert Heinlein's Starship Troopers. Since it is going to take multiple Marines to take out an Armored Vehicle and since my Organization is based on the available Transport and Unit sizes within the transport, I'll stick to the organization I outlined already.Originally posted by Ranger:
</font><blockquote>quote:</font><hr />Originally posted by Bhoins:
Ranger, in my T20 Marine Battledress material I have a fire support suit. It is 300Vls (As opposed to 249vls) and has an interchangable weapon pack that is a Tac Launcher, or light MRL or other weapon that fits in the available 50vls space. (It loses a little agility compared to the 249vls suit but that is deemed acceptable to provide the additional firepower.)
The only thing my T20 Fleet Marine units equipped with Battledress are potentially missing are the RPX/RPY and VFR Gauss Guns of an Empress or Astrin. They are stealthier than the APCs and equally armored with virtually equal performance.
From a CT perspective, without Striker, there are no vehicle combat rules. There are rules for Vehicle weapons shooting at troops but not the other way around. Now if you use MT, and since I never found Striker but from what you are saying the MT rules are based on Striker.) it is a different story.
I'm coming at this from the CT/MT perspective where Battledress tops out at Armor Value (AV) 18, and the Trepedia/Astrin are AV 40 and the Empress is AV 60 (and that is on a logorithmic base 8 system, so armor value doubles for every 8 points you add). A VRF Gause Gun has a pen value of 21, so pretty much any vehicle above TL12 can take on Battledress infantry very effectively, and it (pretty much) takes a vehicle to kill another vehicle. That makes vehicles very valuable.