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Mercenary Starships and Spacecraft

I was thinking about the impact of the Huey on basic infantry tactics. A vehicle that could quickly transport grunts to where they were needed meant that a Vietnam Era infantryman saw a lot more combat than his WW2 counterpart (who probably saw more combat than his Civil War counterpart). As a result, armies could do more with fewer men.

Grav vehicles dropping off soldiers to live in tents sounds a step backwards to me - doing less with more. Traveller infantry needs greater mobility and integrated support to acomplish much more with far smaller forces.

Imagine a Grav "Hummer" built in 4 pieces with an integral inflatible shelter. The entire vehicle expands into a shelter for the night, and then folds back into a high mobility armored transport during the day. Add a good support weapon in a turret, and you have fully integrated infantry, armored and air combat capability at the smallest tactical levels.

Where else can the envelope be pushed?

[Just let me know if this topic is 'evolving' or if I am just getting to far off topic. - The Powers That Be have my blessing to move this post if it seems the latter.]
 
On the other hand you can equip the individual troopers with Grav drive (aka Grav Belts) and the vehicles become redundant. Even with vehicles Infantrymen of today are equipped with tents, and don't sleep, in general, in the vehicles that transport them. There isn't room. Nobody, that I am aware of, is suggesting that Grav vehicles should drop off the infantry and leave.

I am suggesting that grav vehicles are more expensive, and use quite a bit of space aboard a transport so may not be carried as they only have limited utility. By Tl12+ Grav APC's are largely obsolete. (Specifically where at that point depends upon which rule set you are using.)

Remember one armored vehicle transporting a squad is more vulnerable than 8-12 men moving spread out, using bounding overwatch, at roughly the same speed. You can mission kill the squad in the APC with one hit. (If not simply kill them all outright.) Mission killing the squad moving by fireteam independently with tactical spacing is much more difficult.
 
Originally posted by BetterThanLife:
By Tl12+ Grav APC's are largely obsolete. (Specifically where at that point depends upon which rule set you are using.)
Grav APCs carry nukes, and provide about 99.999% of a squad's firepower.

Grav Belts are hideously expensive, and don't add to a squad's firepower.
 
Originally posted by alanb:
</font><blockquote>quote:</font><hr />Originally posted by BetterThanLife:
By Tl12+ Grav APC's are largely obsolete. (Specifically where at that point depends upon which rule set you are using.)
Grav APCs carry nukes, and provide about 99.999% of a squad's firepower.

Grav Belts are hideously expensive, and don't add to a squad's firepower.
</font>[/QUOTE]Compared to Grav vehicles, Grav belts are cheap. (Depending on which rule set, generally less than half the cost.)

Nukes are illegal and at TL13 or so ineffective. Even at Tl8 they aren't really something to use against a military target. They, like Biological and Chemical Weapons are more designed to take out civilian targets than military ones.

When using grav vehicles, one hit can render both the squad and the vehicle combat ineffective. Further Grav vehicles are ineffective in situations where there is no effective gravity, where most of your fighting occurs indoors, (ie Planets with unbreathable atmosphere), in artificial gravity environments and in high winds. (Which is more than 70% of main planets in a sector, forget about situations where the fighting isn't occurring on the main world.

Grav vehicles take up considerably more room than grav belts and require trained crews, and effective coordination between the vehicle crews and dismounts.

Ditch the Grav APCs. Add 2-4 light fighters to the mix (Platoon to company), you have lost little firepower. Your troops are better supported under a wider range of conditions. And you have additional firepower if someone decides to attempt to interdict your transport. (Whether you own it or are simply riding as passengers.)
 
What is the TL of introduction for Grav Belts? How long will it take to Grav Belt down from orbit?

I'm just trying to get a feel for the Tactical options for grav belts.
 
Originally posted by atpollard:
What is the TL of introduction for Grav Belts? How long will it take to Grav Belt down from orbit?

I'm just trying to get a feel for the Tactical options for grav belts.
I use small craft to put troops on the ground. The Stock Gravbelt in CT, is the same speed as an air/raft or G-Carrier. Which means 1 hour per size digit of the world. After CT though you can build them yourself and have them be quite a bit faster. Grav belts are TL12 (Same as Combat Armor.) At TL13, in MT and T20, (Don't know about TNE, T4 or GT, and there are no rules for doing this in CT.) you can use the vehicle design rules to build Battledress with an included Grav Drive. (And you still come out cheaper, in general, than Grav APC's) I do know T4 does include rules for Battledress with Gravdrive.
 
The major problem is what makes a tainted athmosphere. IMHO Detroid or the Ruhr Valley pre 1970s would qualify as tainted (Industrial Pollution) and it DID shorten lives. Other examples include heavy metals or spores in the athmosphere. Dangerous over long times with low tech but TL12+ Imperial medicin can handel short term (say less than one year) exposure. And from the existence of TL3 worlds with a tainted athmosphere and PopCodes > 0 we can conclude that such worlds exist.

Next question is, where the tickets are and wether one unit takes all. Quite a few worlds (asteroid belts i.e) won't need a heavy assault force but a light security unit.

And there is the question on how availabel Battledress is IYTU. IMTU they are quite rare BECAUSE they are rather powerful AND because they need a lot of maintenance both compared to vehicles. Once you are reduced to non-powered armor the equation changes a lot.


Some stuff a Gravbelt or fighter can not do:

Transport your 120mm mortar tubes

The medium mortar is a simple and effective support weapon against Infantry. Unlike a fighter it can be deployed hidden and indirectly

Evacuate your wounded

The IDP Gravbelts in MT, TNE and GT have a load limit (300kg Thrust in MT). Either you build your own and pay for it both money and scarity of spare parts or you need a way to evacuate wounded

Range

Most G-Belts have batteries with a limited endurance compared to a grav vehicle (MT: 4 hours/8 hours for TL12/TL15) compared to 10 days at full power for the 8dton G-Carrier

Supplies

You have to transport your supplies and gear around.
 
Once upon a time, I thought of a tainted atmosphere like new york city during a smog alert - unpleasant but not really dangerous. Having read a little more about planetary atmospheres, I have come to the conclusion that tainted means toxic but containing oxygen. Lethal amounts of carbon dioxide or methane (like are encountered in mines) which are filtered out by the filter mask (listed as survival equipment I would point out).

Tainted is more than a mild inconvenience, it is closer to living under a never ending poison gas attack. IMHO
 
Personally, I prefer vehicles to grav belts. But I think that a good case can be made that if you are prepared to pay to equip a soldier with battledress and a pgmp/fgmp, then the cost of a grav belt could provide increased tactical flexibility. Each soldier has a 1 man support vehicle.
 
The way I look at it the Grav vehicle would be more common.

Grav Belts would make sense for some units - but at half the cost of a Grav Vehicle, they wouldn't replace them any more than motorcyles replace Humvee's. Some units are equipped with motorcycles, but not most.

Its really a matter of continuous balance of the availabilities of soldiers, equipment/finances, and precieved mission and effectiveness that determines the optimum mix. No single solution is likely to ever be the best for all situations.
 
Originally posted by Michael Brinkhues:
The major problem is what makes a tainted athmosphere. IMHO Detroid or the Ruhr Valley pre 1970s would qualify as tainted (Industrial Pollution) and it DID shorten lives. Other examples include heavy metals or spores in the athmosphere. Dangerous over long times with low tech but TL12+ Imperial medicin can handel short term (say less than one year) exposure. And from the existence of TL3 worlds with a tainted athmosphere and PopCodes > 0 we can conclude that such worlds exist. Next question is, where the tickets are and wether one unit takes all. Quite a few worlds (asteroid belts i.e) won't need a heavy assault force but a light security unit.

And there is the question on how availabel Battledress is IYTU. IMTU they are quite rare BECAUSE they are rather powerful AND because they need a lot of maintenance both compared to vehicles. Once you are reduced to non-powered armor the equation changes a lot.
On the other hand, Combat Armor works fine in all of those atmospheres, and in CT and MT they have the same protection as Battledress. In other versions they are not quite as effective but immune to most small arms fire.

Some stuff a Gravbelt or fighter can not do:

Transport your 120mm mortar tubes

The medium mortar is a simple and effective support weapon against Infantry. Unlike a fighter it can be deployed hidden and indirectly
Except that Mortars don't work in enclosed environments. Further Mortars have been obsolete since 1947. (Counter-battery is nasty.
) You can load an MRL into the turret of your fighter, or simply use ship missiles, same effect, without an additional vehicle.

Evacuate your wounded

The IDP Gravbelts in MT, TNE and GT have a load limit (300kg Thrust in MT). Either you build your own and pay for it both money and scarity of spare parts or you need a way to evacuate wounded.
Give your Medics a pair of air/rafts.


Range

Most G-Belts have batteries with a limited endurance compared to a grav vehicle (MT: 4 hours/8 hours for TL12/TL15) compared to 10 days at full power for the 8dton G-Carrier

Supplies

You have to transport your supplies and gear around.
Now while a Grav belt in MT has a shorter endurance in MT it is the same as a Grav APC in CT and longer than one in T20. So a bit does depend on ruleset. But you can carry some spare batteries in MT and extend your range.

Further, just because the Infantry is without APC's that doesn't mean that you don't have vehicles.

Carry 2-4 air/rafts for moving things about. Use your Assault landers for bringing up supplies. If you are stuck in an Arcology style environment you aren't going to be able to use those vehicles anyway.
 
Originally posted by BetterThanLife:
Use your Assault landers for bringing up supplies. If you are stuck in an Arcology style environment you aren't going to be able to use those vehicles anyway.
... unless you install bigger guns to fire THROUGH the walls. ;)
 
Originally posted by SGB - Steve B:
The way I look at it the Grav vehicle would be more common.

Grav Belts would make sense for some units - but at half the cost of a Grav Vehicle, they wouldn't replace them any more than motorcyles replace Humvee's. Some units are equipped with motorcycles, but not most.

Its really a matter of continuous balance of the availabilities of soldiers, equipment/finances, and precieved mission and effectiveness that determines the optimum mix. No single solution is likely to ever be the best for all situations.
You guys have to remember one thing here as you compare the way to move things around. We look at combat from the perspective of someone that lives on a nice Earthlike environment. Where there is room for armor maneuver under an open sky. In Traveller that happens on less than 30% of the main worlds in a typical Sector. In many situations here on Earth there are situations where armor and artillery have little place in a combat environment. (The Mountains of Afganistan or Kosovo are situations where armor has limited use, the jungles of Viet Nam is another place.)

And how do you use a Mortar or other artillery in the Concrete Canyons of Manhattan?

YOu can like Armored vehicles and Mech forces all you want. But in Traveller, those not only seriously raise the price of your Mercenary Unit, seriously increase your required transport, but also seriously limit where your unit can be effectively employed.

Even in this environment, there are situations where armor isn't the right choice.
 
Originally posted by BetterThanLife:
</font><blockquote>quote:</font><hr />Originally posted by SGB - Steve B:
The way I look at it the Grav vehicle would be more common.

Grav Belts would make sense for some units - but at half the cost of a Grav Vehicle, they wouldn't replace them any more than motorcyles replace Humvee's. Some units are equipped with motorcycles, but not most.

Its really a matter of continuous balance of the availabilities of soldiers, equipment/finances, and precieved mission and effectiveness that determines the optimum mix. No single solution is likely to ever be the best for all situations.
You guys have to remember one thing here as you compare the way to move things around. We look at combat from the perspective of someone that lives on a nice Earthlike environment. Where there is room for armor maneuver under an open sky. In Traveller that happens on less than 30% of the main worlds in a typical Sector. In many situations here on Earth there are situations where armor and artillery have little place in a combat environment. (The Mountains of Afganistan or Kosovo are situations where armor has limited use, the jungles of Viet Nam is another place.)

And how do you use a Mortar or other artillery in the Concrete Canyons of Manhattan?

YOu can like Armored vehicles and Mech forces all you want. But in Traveller, those not only seriously raise the price of your Mercenary Unit, seriously increase your required transport, but also seriously limit where your unit can be effectively employed.

Even in this environment, there are situations where armor isn't the right choice.
</font>[/QUOTE]Actually, what I was saying is that one single mix of equipment seldom is the best for all situations.

As far as RW combat goes, if I were fighting in the concrete canyons of manhattan, I would ceretainly want armor support. And if it's unrestricted warfare, (ie I'm not worried about collateral damage) I'd want mortars and arty support as well (call me old fashioned but I still think we should have learned something from Stalingrad) At the same time, I'd NEVER want a pure armor (tank) force without infantry support much less a pure arty force regardless of terrain - there are times you really need to put boots on the ground.

Returning to the game, if you're talking limited warfare in an urban environment with tall buildings and a strong desire to limit collateral damage, I would think you would want a grav belt heavy group if the option were available. If you're fighting in a verticly oriented acrology, same thing. If you're infiltrating caverns and cave complexes you'd also want to be grav belt heavy. However, if you anticipate a most of your operations to be in open terrain (including mountains and jungle by the way) or if destroying the buidlings is an acceptable option or if you're in single story to two story urban environments, the most cost effective mix for resupply, etc; will be the grav vehicle heavy.

Of course if cost is no option, I'd prefer to have both. ;)
 
Originally posted by SGB - Steve B:
</font><blockquote>quote:</font><hr />Originally posted by BetterThanLife:
</font><blockquote>quote:</font><hr />Originally posted by SGB - Steve B:
The way I look at it the Grav vehicle would be more common.

Grav Belts would make sense for some units - but at half the cost of a Grav Vehicle, they wouldn't replace them any more than motorcyles replace Humvee's. Some units are equipped with motorcycles, but not most.

Its really a matter of continuous balance of the availabilities of soldiers, equipment/finances, and precieved mission and effectiveness that determines the optimum mix. No single solution is likely to ever be the best for all situations.
You guys have to remember one thing here as you compare the way to move things around. We look at combat from the perspective of someone that lives on a nice Earthlike environment. Where there is room for armor maneuver under an open sky. In Traveller that happens on less than 30% of the main worlds in a typical Sector. In many situations here on Earth there are situations where armor and artillery have little place in a combat environment. (The Mountains of Afganistan or Kosovo are situations where armor has limited use, the jungles of Viet Nam is another place.)

And how do you use a Mortar or other artillery in the Concrete Canyons of Manhattan?

YOu can like Armored vehicles and Mech forces all you want. But in Traveller, those not only seriously raise the price of your Mercenary Unit, seriously increase your required transport, but also seriously limit where your unit can be effectively employed.

Even in this environment, there are situations where armor isn't the right choice.
</font>[/QUOTE]Actually, what I was saying is that one single mix of equipment seldom is the best for all situations.

As far as RW combat goes, if I were fighting in the concrete canyons of manhattan, I would ceretainly want armor support. And if it's unrestricted warfare, (ie I'm not worried about collateral damage) I'd want mortars and arty support as well (call me old fashioned but I still think we should have learned something from Stalingrad) At the same time, I'd NEVER want a pure armor (tank) force without infantry support much less a pure arty force regardless of terrain - there are times you really need to put boots on the ground.

Returning to the game, if you're talking limited warfare in an urban environment with tall buildings and a strong desire to limit collateral damage, I would think you would want a grav belt heavy group if the option were available. If you're fighting in a verticly oriented acrology, same thing. If you're infiltrating caverns and cave complexes you'd also want to be grav belt heavy. However, if you anticipate a most of your operations to be in open terrain (including mountains and jungle by the way) or if destroying the buidlings is an acceptable option or if you're in single story to two story urban environments, the most cost effective mix for resupply, etc; will be the grav vehicle heavy.

Of course if cost is no option, I'd prefer to have both. ;)
</font>[/QUOTE]Artillery within Manhattan is useless. (well midtown and South for mortars, most other artillery anywhere on the island except within Central Park. You can't fire over the buildings, you are limited to direct fire over open sights, shooting down a street. (Tanks are a better solution.) In Manhattan in particular, and many other major cities, armor only has very limited uses. It is extremely vulnerable to anti-armor fire as the enemy tends to be closer and firing from angles that make a tank vulnerable. (APC's with their lighter armor are death traps.) Further with all the below street tunnels, you have to be concerned about your tanks going through the pavement. (In an uncontested city, no problem, in that Urban Warfare environment, a handful of demolition charges could weaken the street enough to drop tanks through.) NYC is not armor country. While tanks were used in Stalingrad, they weren't as effective as would have normally been expected and had very short life expectancies.

In an environment with a ceiling, like an Arcology, you can't use artillery, because similar to NYC you have no place to arc a shell. I am not saying a big canon is a bad thing, (Well if it brings the roof down on you it is a bad thing.) but in that case it isn't artillery. You will lose the vehicle well out of proportion to its effectiveness.

Now in an environment with a breathable atmosphere, where the population is potentially in good tank country, in a typical traveller sector you are looking at roughly 100-120 worlds that you can use armor. If at any given point 10% need mercenaries (I think that number is high.), that means you are limited to 10-12 systems in a sector for a ticket at a time. If you drop the mech concept, (Because light Infantry/Gravbelt infantry
can operate in the same environment as the mech units plus everywhere else.) you have roughly 40 systems that you can find work in at any given time. That increases the odds that your next job will be within two jumps for a Jump-3 Mercenary transport and it is highly likely that it will be within 3 jumps. If you have 12 systems that are looking to hire you, that isn't even 1 per Subsector.

Further a light force can get by with a smaller ship and without the expense of the armored vehicles so is more profitable.

Remember one other thing, we are talking about Mercenary Units. A Mercenary unit that loses a Tank is not getting paid enough to cover that loss.
 
Originally posted by atpollard:
</font><blockquote>quote:</font><hr />Originally posted by BetterThanLife:
Use your Assault landers for bringing up supplies. If you are stuck in an Arcology style environment you aren't going to be able to use those vehicles anyway.
... unless you install bigger guns to fire THROUGH the walls. ;) </font>[/QUOTE]And those walls are doing what? Holding up the ceiling over your head perhaps?
 
Doesn't this all go into designing a Mercenary Cruiser? You have to know how the unit is equipped and what kind of missions it is likely to have to design a ship to carry it. We have been good about splitting off discussions that get far off base. But this is still about Mercenary Cruisers.
 
Many of the places that you say armor are useless in can still use them. On a vacuum world, you can still fight outside. In the mountains you use your nice grav drives and fly. There are places where armor aren't useful, but there are places where the side with armor will destroy your non-armor group. And while it takes less shots to take out an APC, weaker shots will take out your grav belt troops.
 
Originally posted by Kaale Dasar:
Many of the places that you say armor are useless in can still use them. On a vacuum world, you can still fight outside. In the mountains you use your nice grav drives and fly. There are places where armor aren't useful, but there are places where the side with armor will destroy your non-armor group. And while it takes less shots to take out an APC, weaker shots will take out your grav belt troops.
On a vacuum world, is the fighting likely to be in the open where the territory is not as valuable or indoors where the targets are located? Further does the Vacuum world have sufficient gravity to support grav vehicles? In the Mountains, sure you can fly over, but the ground troops there have cover and the grav vehicles flying over do not. And while your weaker shots can kill infantry, there are lots more shots that have to be taken to equal a mission kill. Platoon on Platoon, as an example, against a Grav force, 2 good hits render the Lift Infantry Platoon combat ineffective. 4 solid hits wipes it out. It takes 15-20 solid hits to render a Grav belt platoon combat ineffective. (And they aren't going to be obliging enough to allow multiple hits from the same weapon.) Now depending on which rule set you are using, varies how easy it is to score those hits. But in general it will take the main gun of a Grav vehicle to take down Combat Armor equipped troops, especially if they have cover. And remember I am not saying that the Light Infantry doesn't get armor support, I am saying APC's are not required. I fully expect to have 1-2 Light fighters/Tanks per platoon if I am deploying them outside. (And Tanks and Light Fighters eat APCs faster than they can run away.)
 
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