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Mercenary and Military Unit Tactics

I think that your units are making this comparison too complex. Just post 1 grav belted soldier and 1 crewed APC.

Then compare them based on cost (if the APC costs 2x as much as 1 belted soldier, then model a round of combat between 1 APC and 2 belted soldiers) - equal cost for each force.

The real question at the core of the discussion is not a debate on the follies of any particular rule system. The real question is will a numerically superior (but individually cheaper) grav belted infantry, defeat a numerically inferior (but individually more expensive) Grav APC unit?

Will a vehicular weapon defeat multiple battle dressed troops faster than multiple PGMPs will defeat vehicular armor?

Would it be better to just spend the money giving bandoleers of grenades to hoards of unarmored privates?
 
No, you can't (or at least quite likely won't) defeat an APC of TL-11 plus with hordes of grenade-using privates, because the APC's 20mm light autocannon, especially with that explosive ammo, will turn them into meat sauce before they get close enough - and can just fly away when it runs out of ammo!
 
Originally posted by atpollard:
The real question at the core of the discussion is not a debate on the follies of any particular rule system. The real question is will a numerically superior (but individually cheaper) grav belted infantry, defeat a numerically inferior (but individually more expensive) Grav APC unit?
The answer depends on the follies of any particular rule system (and the details of available technology, and the details of the situation).
 
Originally posted by atpollard:
Would it be better to just spend the money giving bandoleers of grenades to hoards of unarmored privates?
In a tight terran (such as urban combat) with plenty of cover and, especially, with time to prepare (and set up charges and boobytraps) - your army of privates with grenades might win, but probably with high casualties.

In an open field with little cover? The APCs will easily win the day against unarmored privates.
 
Infantry Unit One:
Grav Belt (MTIE, pg. 12): TL 12, Cr 100,000
4 hours between charges. NOE = 40 kph.
PGMP-12 (MTIE, pg. 75): TL 12, Cr 10,000 + 2,500; 40 shots
Combat Armor 12 (MTIE, pg. 75): TL 12, Cr 30,000
TOTAL COST = 142,500


APC Unit One:
Open Top Air Raft (MTIE, pg. 76): Cr 275,000
60 hours operation, NOE = 120 kph.
RPA-12 (MTRM, pg. 78): TL 12, Cr 22,800 (rapid pulse plasma gun)
12 MW Fuel Cell (replaces 3 passengers) Cr 250,000 (1kl fuel = 20 hours operation)
Combat Armor 12 (MTIE, pg. 75): TL 12, Cr 30,000 (driver)
Combat Armor 12 (MTIE, pg. 75): TL 12, Cr 30,000 (gunner)
TOTAL COST = 607,800

I wanted to start with a small cheap vehicle to compare personal vs. vehicular weapons first, so I ripped 3 seats out of a civilian air raft to make room for a rapid pulse plasma gun (the vehicular equivalent of a PGMP). The vehicle costs about 4.3 times as much as the Infantryman, so 2 APC units vs 9 Grav Infantrymen would be about equal forces.

Obviously, the vehicle has a range and endurance advantage, so let's assume that the infantry WILL NOT engage in the desert from 20+km and close to hand-to-hand combat - assume common sense. What about a no surprise encounter at 500 meters on an abandoned farm? Which unit will win?
 
How many troopers are in that combat-armor-infantry unit?

Are you sure that's enough fuel duration for the fuel cell on the APC? A good car can go at least a week on hydrocarbons...
 
Originally posted by atpollard:
What about a no surprise encounter at 500 meters on an abandoned farm? Which unit will win?
There's a relatively simple way of evaluating odds in a situation like this: just determine Kill Chance Per Round (i.e. hit chance * lethality), multiply by the number of attackers, and divide by the number of defenders. In this example:
APCs: KCPS * 2 / 9
Infantry: KCPS * 9/2
The APCs win if their KCPS is at least 20.25x greater than the infantry's chance. In practice, this is usually only true if the less numerous side is functionally invulnerable to the other side, due to heavy armor or situational advantages which render them unattackable.
 
Originally posted by Jame:
How many troopers are in that combat-armor-infantry unit?

Are you sure that's enough fuel duration for the fuel cell on the APC? A good car can go at least a week on hydrocarbons...
Attacker = 2 air rafts with 2 drivers and 2 gunners

Defender = 9 grav belt infantrymen (although I suspect that I messed up the PGMP units. PGMP-12 requires Battledress in CT, but MT did not list a TL 12 Battledress in the equipment list.)

The 20 hour duration was for a fuel cell to power the rapid pulse plasma gun. 20 hours of non-stop combat.
 
Originally posted by Anthony:
Originally posted by atpollard:
[qb] In practice, this is usually only true if the less numerous side is functionally invulnerable to the other side, due to heavy armor or situational advantages which render them unattackable.
Comparing personal vs vehicular weapons, this is like 9 men with rifles attacking a pair of 50 caliber machine guns mounted to jeeps. Both units cost the same.
 
Originally posted by Jame:
A light autocannon ought to turn someone wearing cloth into swiss cheese (not meat sauce; that's what a heavy autocannon does).
<K'kree>Mmm... Meat sauce... (drool)</K'kree>
 
Originally posted by atpollard:
</font><blockquote>quote:</font><hr />Originally posted by Jame:
How many troopers are in that combat-armor-infantry unit?

Are you sure that's enough fuel duration for the fuel cell on the APC? A good car can go at least a week on hydrocarbons...
Attacker = 2 air rafts with 2 drivers and 2 gunners

Defender = 9 grav belt infantrymen (although I suspect that I messed up the PGMP units. PGMP-12 requires Battledress in CT, but MT did not list a TL 12 Battledress in the equipment list.)

The 20 hour duration was for a fuel cell to power the rapid pulse plasma gun. 20 hours of non-stop combat.
</font>[/QUOTE]Actually the PGMP-12 does not require Battle Dress. Only the PGMP-13 and the FGMP-14 do. The PGMP-12 only allows 1 shot every other round. (Limit to 40 shots.) Against most vehicles the Ram grenade is more effective than a PGMP_12 especially if it is in a RAM launcher instead of as a rifle grenade.
 
My unit saves about MCr26 by replacing the tanks with 2x2man Sniper/Tac Missile teams. (The Sniper acts as spotter for the Missile Launcher and the Missile operator acts as spotter for the Sniper.) But I couldn't find rules for Tac Missiles in MT. (It is a good fix which works indoors, though it does limit me to two heavy machine gun teams indoors unless I switch those guys to Battle Dress (And that is one more skill to worry about that section having.) Which is actually how I am going to form this unit. I am going to lose the APC's and put them on a Javelin Mercenary Cruiser. (The Assault boats can provide any heavy direct fire and artillery required (Pulse Laser/Missile Launcher combination.) without having to be concerned about reorganizing the unit to fight indoors.)
 
One key question here is just how much you figure soldiers cost. For a western military, a soldier costs about $100k, and if he dies it's more like losing $1M in terms of problems for publicity. For a third world military, soldiers may be extremely cheap.
 
Originally posted by atpollard:
</font><blockquote>quote:</font><hr />Originally posted by Anthony:
Originally posted by atpollard:
[qb] In practice, this is usually only true if the less numerous side is functionally invulnerable to the other side, due to heavy armor or situational advantages which render them unattackable.
Comparing personal vs vehicular weapons, this is like 9 men with rifles attacking a pair of 50 caliber machine guns mounted to jeeps. Both units cost the same.
</font>
Except that it is like two jeeps with .50 cals attacking 9 guys with AT-4s. You may get a couple of the guys but you will lose both jeeps.

In CT, and MT autofire rate of 3 (For example) does not let you simply engage 3 different targets. It allows you to engage one target and roll to 3 additional targets in adjacent squares/hexes. In other words if you move your infantry with 15m intervals, which is tactical standard in the US Infantry (Terrain varies this number, but no less than 5m intervals except for specific short term situations, like before entering a room or crossing an Urban Danger Space.) which means you get one soldier as a target per combat round. Yes you incapacitate that one guy, assuming you hit him, but that leaves the rest of the fireteam or squad to shoot back. Not healthy for the vehicle. That does assume the vehicle gets the first shot. Standard combat rules in MT, like Snapshot, favor the larger force. (Due to Interrupts.)
 
Originally posted by BetterThanLife:
Against most vehicles the Ram grenade is more effective than a PGMP_12 especially if it is in a RAM launcher instead of as a rifle grenade.
The goal was to compare similar weapons (personal vs vehicular) so the vehicular counterpart to a RAM launcher is a RAM Auto-launcher.

The situational modifiers make comparisons meaningless. If the infantry spreads out, the vehicles cannot bring firepower to bear - the result is a slaughter for the infantry. If the vehicles engage at the km+ range of the vehicle weapons and sensors, the infantry cannot even shoot back - the result is a slaughter for the vehicles. I'll leave this discussion to y'all.

BTL,
How do you keep vehicles from sniping your grav belt troops from Distant ranges? How many TAC missiles can your grav belted infantryman have? Could a rapid fire laser shoot down incoming missiles?

All of this harkens back to your original proposal that grav belted troops could replace vehicles at high TLs. I still find it an interesting concept, but I have trouble with the superior range, penetration and damage of vehicular weapons and sensors.
 
Within several Traveller rulesets, the logical extrapolation of existing tech is that the battlefield would consist of light units that act as spotters for meson artillery, and possibly incidentally also shoot at one another; a tank is just a target. If you don't have high automation, battledress is a decent choice for the light unit role, though depending on the ruleset it may not have sufficient tactical mobility and a small vehicle (or a battle pod) may be preferable.
 
Originally posted by atpollard:

The situational modifiers make comparisons meaningless. If the infantry spreads out, the vehicles cannot bring firepower to bear - the result is a slaughter for the infantry. If the vehicles engage at the km+ range of the vehicle weapons and sensors, the infantry cannot even shoot back - the result is a slaughter for the vehicles. I'll leave this discussion to y'all.

BTL,
How do you keep vehicles from sniping your grav belt troops from Distant ranges? How many TAC missiles can your grav belted infantryman have? Could a rapid fire laser shoot down incoming missiles?

All of this harkens back to your original proposal that grav belted troops could replace vehicles at high TLs. I still find it an interesting concept, but I have trouble with the superior range, penetration and damage of vehicular weapons and sensors.
How do I keep them from getting picked off at long ranges? The real world isn't flat. While too many Game battlefields are. Long range is great. Long range direct fire against fast moving stealthy targets (Cameoline, full EMCON, small size and no fusion plants), an already difficult target, is made extremely difficult to detect and attack because of intervening terrain. Indirect fire, if you have something that can see or detect the target is a slightly different matter.

For direct fire weapons you are limited by the distance to the horizon. On Earth, which in Traveller terms is a fairly large planet, the distance to the Horizon for a person standing on the ground, or a gunner in a buttoned up grounded vehicle is less than 5 KM. (Provided there are no obstructions.) T20 and CT do not give NOE speeds for air/rafts or grav belts. However a helicopter with a trained pilot, is easily capable of flying NOE using vision as his sensors, at that speed during daylight. (I don't fly, but I have been a passenger for a couple of those flights.) That means that a Grav Belt Infantry unit should be able to cross that distance in 2-3 minutes, less than a minute, if you are prepared to just zip by. (That is still a long time to be in the line of fire.) However during that same time, the vehicle is also within sensor and visual range of the infantry.

A Starship missile (From the assault boat) or an MRL is not limited to the horizon. (And has substantial over the horizon range.) While a remote MRL (Definitely) or a Starship Missile (Less likely.) can be tracked back to the source using counter battery systems, that doesn't do a whole lot of good for the vehicles that are on the receiving end of the strike. 2-4 barrages should give the infantry time to get into range with Ram grenades to deal with whatever is left. Further if the vehicle is using point defense against the incoming barrage, it isn't using that weapon against the infantry.

Now realize that there will, under most circumstances, be terrain, which will limit both your detection range and your fields of fire. If there isn't any terrain that blocks line of sight, (You are fighting on a calm sea for example.) Make some (Hot Smoke/Chaff for example.).


Remember I am not advocating against a combined arms approach. I am simply stating that after a certain point, APCs become obsolete. Further, if you intend to do most of your fighting indoors, or outside of a gravity well, then tanks also lose most of their usefulness and are extremely expensive for a limited use vehicle. Artillery, on the other hand is relatively cheap and requires minimal crew. (Which, in the case of Remote MRL's the gun crew can have additional tasks besides emplacing and recovering MRL platforms.)
 
As for the AntiMissile Question:

TNE and GT have Anti Missile rules as well as Decoy/ECM systems. And dedicated Anti Missile Systems are rather low weight and cheap compared to even a space combat missile. The TNE rules should be useabel in MT using the Character Porting rules (MT->TNE) from the TNE rulesbook

Using guns of any type against infantry requires that the Infantry detects the vehicle, relays information back to the guns/launchers and the fire to arrive. All before the Infantry dies. And you need either target seekers in the missiles, target designators with the Infantry or lots of missiles to saturate the area.

Add in that MRL are not that small and the reloads might gobbel up all the space won by leaving of the APC, not to mention the necessary logistics
 
Actually the Remote MRL is small and compact, provided you don't go overboard with number of tubes.

Remote controlled, means that a short burst transmission from one team member with line of sight. Suddenly the vehicles are experiencing Steel Rain. (This is available currently. Higher Tech would make the communication faster and more secure, the rounds would also probably be smart.)

High tech missiles, in Traveller are smart, fire and forget systems, actually the real high tech ones are Drones that are designed to stay on station for long periods of time, before getting attack orders, or finding their own targets.

These exist today. You point the round in the right general direction, give it the parameters of the desired target and turn it loose. Harpoon and Tomahawk Sea Launched Cruise Missiles have had this capability for the past 15-25 years, I believe the TLAM also has this capability, though it uses it combined with smart sub-munitions.

As for guidance, it is tough to jam a multi-spectrum passive imaging seeker, backed up by a low probability of intercept active EM system. And that is only a TL8 system.

40mm HEAT RAM grenades in Traveller, have guided follow on targeting. If a RAM Grenade has follow on capability, and it takes one combat round to reload then fire the follow on grenade. This implies more sophisticated passive guidance on a simple 40mm grenade. How much better would a 120mm Rocket be? Combine a MRL system with brilliant sub-munitions (Again this is current tech.) and you better have a whole lot more than a simple rapid fire weapon. This isn't steel rain anymore, this is exploding rain.
 
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