Howdy!
BLUF: How much does a runway hex cost to build, and how long does it take to lay it down?
After
one of several threads about required runway lengths; another
thread about modular basing; after going through
boilerman's
Combat Support Field Manual v2.1 (a must to read, btw); and taking a look at CamOps Pg. 55 and TacOps Pg. 418, I noticed there is no defined cost or build times for runways, taxiways, or airfield aprons.
Why the hell do I care?
A) Because I'm an engineer, and I know that airfield pavements are
far more robust than typical highways or even railroads. You want something to last for years after having 30 tons (a lightweight) slamming onto it after repeated landing after landing? Your surface layer's gonna be thick. Your subsurface layers are gonna be
even stronger. . .B) I'm working an AtB campaign, and am working up plans for standardized base camps every time I make planetfall. This'll include base camps for uncontested landings and forced entry landings. For accuracy's sake, I plan on spending the money and resources out of my Merc units' pocket to establish a base. This'll include forward Rearming Points (RAPs) and Forward Operating Bases (FOBs). I ought to be able to tell my accountants, and other players* that "
Hey, that'll cost $1.1M. You can't extend that far forward, 'cause you ain't got that much cash. . . Your OP will have to be guys living in a tent." which will help with keeping strategic play in line with real life.
So, I'm gonna throw out there that airfield pavements cost $35,000 per hex and take a day per hex to construct.
I'm open to thoughts. Once I get this ironed out, I'll start posting ideas for standardized base camps.
- Rob
BLUF: Bottom Line Up Front.[/list]
* When I eventually talk a friend and his kids into a campaign.