Condottiere
SOC-14 5K
Have a player group run it, then add in fog of war and communications lag.
How they wish they didn't cheap out on the comm gear.
How they wish they didn't cheap out on the comm gear.
As to fire team size - historically more than 13 is too large to command (i.e. Marine Rifle Squad). I recommend a 9 man squad (aka Stryker or Bradley).I think you missed my point. In a 2player game, you're writing orders to the platoon level... and resolving them at the fireteam level.
The default Traveller setting regiment is...
Are you using a template to build an operations order? Sorry I didn't mean to overwhelm you, but I have been used to and writing operation orders since 1972. You didn't exactly explain your scenario in your post. I recommend that you do one basic operations order, the do a warning order (hint, hint, stop your foot to be prepared to further action), then do a FRAGO Order based on the operations order (really simple, attack hill at grid location x,y and z - no change in enemy situation.
A lot of that has to do with economies of scale. Certain factors (like bridge and computer) do not necessarily scale up linearly at 1000 tons and below. In other words, 2x 500 ton starships will tend to cost more than 1x 1000 ton starship with the exact same capabilities ... in part because you're paying for 2 bridges instead of only 1 bridge as well as 2 computers instead of only 1 computer. Also, depending on how the drive allocation adds up you may wind up with 0-2 fewer engineers needed on the 1x 1000 ton ship compared to the 2x 500 ton ships.Hans made the point that the largest efficiencies are with the largest starships -- certainly something to think about when designing a strategy game too. He used the Type T (MCr 220, crew 10) as a low-efficiency ship as well.
You forgot needing to pay for life support.But maybe it doesn't matter: maybe Hans' point stands, that personnel cost really is minuscule compared to ship cost.
Defence Expenditures | ||||
Grouping | 1980 | 2000 | 2020 | Troops |
US | 7% | 3.50% | 3.60% | 0.41% |
NATO ex US | 1.51% | 0.31% | ||
NATO Total | 2.56% | 0.34% |
Budget | Equipment | Personel | Infrastructure | Other |
United States | 26.50% | 38.60% | 1.40% | 33.50% |
NATO Lo | 9% | 75% | 9.30% | 11% |
NATO Hi | 25% | 35% | 0.80% | 40% |
Those percentages can be off by quite a bit.You can also pretty much write off twenty percent of the budget for repairs and maintenance, and let's assume another twenty percent for operations.
Traveller military economics doesn't really relate to current Terran ones.
If we were to be simulationist about it, shouldn't recruitment and/or commission minimum char-stats be a thing then?In Traveller, energy is practically free, and spaceship maintenance one tenth of a percent per annum.
Manpower pools for interstellar polities, for all intents and purposes, are bottomless.
Or Heinlein's citizenship volunteers- just may not be in the MI.Militaries can, in theory, afford to be picky.
In my alternate vision, Confederation Army and Navy rejects can volunteer for the CAVALRY, who have to accept anyone, within reason.
Free Energy is an equation changer.Condottiere said:
In Traveller, energy is practically free, and spaceship maintenance one tenth of a percent per annum.
If you want to get into modelling that, probably best to go into the TCS government war/peace budget modifier and either make for a larger differential for certain government types, or have a volunteer/draft choice that increases 'maintenance' costs but yields some kind of morale or skill bonus for more expensive volunteers. Also probably should be more force limits due to the smaller personnel pool with vols, or vol force peace/draft force war.
Pocket Empires covers the bulk of this. It has several processes for converting systems specs in to resources and, eventually Credits.
But you have to consider that many of these economies are not isolated, and that this affects their budgeting and manpower decisions.What I liked about the NATO data is that with countries like Bulgaria, Czech Republic, Estonia and Norway in the mix, you can see how different economies allocate resources and a range of differences.
I have commanded both Army and Marine Platoons in the past. I found that the older H Series MTOE for light infantry was far more adequate than the Marines). My squad leaders were able to effective use the 11 men far more efficiently with the 2 team leaders then the 3 team leaders in the Marines (my opinion only). The problem of a six-man dismount team with 3 sitting in the Bradley is that it can be quickly become ineffective in combat. Granted a nine-man team sitting in a Tech 11 GRAV APC could handle pretty much a platoon or company of Tech 7 or 8 soldiers. But against a near or equal peer force it is based on survivability and maneuverability. He who acts first wins.Depends on span of command, and average human capability, which optimizes around three primary subunits.
Also, as I recall, Bradley capacity dictated the infantry squad size.
I think that the support number is weigh off. For example, the United States Air Force has approximately 5400 aircraft of all types. The total AF strength (Active, Reserve and ANG) is 532,000. The maintainers for an F16 range from 22 to 24 personnel. There are over 65,000 maintainer slots just in the Active force. It kind of skews the numbers. I can work up the HBCT numbers for ground forces, but for example, there are 1400 positions in the HBCT Spt Battalion, but that includes medics, personnel and other air thieves. Even though there would be advantages such as 3D printing; it still requires a replacement at the LRU level for everything. Just thinking out loud since I used to do this for a living for the Army as well as budgets.Found it. But I have no idea if it's even close to ... well I'll say reality, but you know what I mean.
I'll attach it here, if COTI will let me, and you can look at it and think. You'll have to rename it to ".html", then it'll work in Chrome.
For the "Spinward Marches", which I take to mean "pretty much all fleet ships in the Marches", I suggested there are:
6 Tigresses (4534 crew each = 26,124 crew)
12 Plankwells (1163 crew each = 13,956 crew)
24 Kokirraks (1643 crew each = 39,432 crew)
20 Lurentis (2086 crew each = 41,720 crew)
140 Nolikians (690 crew each = 96,600 crew)
4000 fighters (2 crew each = 8,000 crew)
140 Sloans. (40 crew each = 5,600 crew)
20 Lift Infantry Regiments (2646 people each = 52,920 officers + troops)
240 more Sloans (40 crew each = 9,600 crew)
180 Seh light cruisers (no idea... assume Gionetti crew levels = 231 crew = 41,580 crew)
180 Wind strike cruisers (755 crew each = 135,900 crew)
Just the above ships total 767 million tons, and TCr 378.5, and appx 471,432 officers, troops, and crew. If the maintenance costs of the ships were like that of player ships -- 1% of the purchase cost per year -- then the maintenance budget is BCr 3,785. If I just wildly guesstimate the average pay is Cr10,000 per year, and furthermore assume four support personnel for each of those people mentioned above, also receiving an average of Cr10,000 per year, then the personnel budget is BCr 23.5....... or 0.6% of the maintenance budget. As Hans mentions, that is so tiny it's below the error rate of the numbers I'm crunching. It is tiny enough to be safely ignored.
But it's not complete. I didn't guesstimate any of the supporting vessels for the BatRons. Surely there are a large number of supporting ships there, including cruisers, destroyers, escorts, and fighter wings.
But maybe it doesn't matter: maybe Hans' point stands, that personnel cost really is minuscule compared to ship cost.