Author Topic: PDF and Garrisons for any planet  (Read 3672 times)

Hamilcar Barca

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PDF and Garrisons for any planet
« on: 22 January 2023, 23:31:08 »
Attached is the full document.
I did have some problems with the formatting. Go for the down load.
Now on to the fun part!

Hamilcar Barca

PDF and Garrison ratios for battletech
No catgirls were harmed in the making of this document.

An invasion force of house troops, mercenary raiders or run of the mill pirates will be facing at least one but most likely two types of defending forces. It is these defending forces that have caused the most electronic ink to be spilt over the years. While trying to reconcile all of the various official? ways to generate a random defending force I got a headache. After much considered thought I reasoned that since I have to do this for my own battletech campaign I would share what I have been forced to come up with you guys.

Consider this a primer for the newbie and a starting point for the Grognard. This is not set in stone and there are several sections where you are encouraged to make up your own stuff. Make it your game, make it your fun! The jokes are for my own amusement, you don’t have to laugh.

Now most planets have a garrison formation that is supplied by and paid for by the Great House, local interstellar political group or a house lord. In addition there are military formations raised by, controlled by and paid for by the planet or system government. This document is to provide a guide to the size and composition of the planetary forces as well as an easy way to generate a random mercenary or house garrison formation using a composition of the various methods presented in official sources.

As for the terrestrial owned formations there has been much discussion on the size of these forces. However with the highly variable economic conditions across the inner sphere we cannot use wealth as a measuring stick. Luckily with most planets being under a single government the need for a large standing army is obviated. So the first problem is to determine how large a force is needed to fight off pirates, raiders or to take care of a natural disaster. So rather than try to determine the ratio of offensively oriented regiments to the entire population of the planet as a whole we will use a simpler method.
Fortunately for us there is a way to determine the amount of defending troops any planet can bring to bear against an attacking force. This is, and don’t laugh the Planetville Principle.

Simply put the Planetville Principle represents the human tendency to place important government and civilian institutions relatively near each other for convenience. This is why most nations’ capitals have a large number of government agencies housed in that city or at least in the region.  With this simplification our problem is now just to determine the size of the region and the forces that would be defending it.

So how large is this? How many troops are needed to defend an area that would encompass a spaceport, the interstellar government, the world government, the administration for the planet as well as any important manufacturing plants? More importantly how large of a force could your average group of players handle? The size of this force will therefore be limited by what I feel the newest group of RPG players who want to try a battletech campaign can handle.

Don’t panic but a planetary raised and owned force defending a region the size of Southern California with a population of around 25 million would be about 20,000 troops. Yes I know that with the tooth to tail ratio this is a very tiny force but with the “battletech standard” regiment ratio ranging from one infantry regiment to every 50 million or a billion people this seems to work out. To anyone afraid of the size of this force, this is smaller than the army on a chessboard. It’s really more like a game of checkers.

So to continue using Southern California as our example region we find that there is a wide variety of terrain consisting of large population centers, ports, farms, empty deserts and mountains all connected by numerous choke points. This covers several hundred square miles and gives a large variety of objectives. It seems to me that you could cover most of the objectives with the units listed below.  If you need your target area to be even more population dense there is always the coast of Asia or parts of Europe. Mechs might be the best troops to invade Japan with its high population and very rugged terrain. There is a reason that anime has so many robot shows.

If you want your planet to have a larger population/troop ratio no problem. There is no reason that you can’t have the forces below for every 50 or even 100 million people. This is all up to you. Have fun with it.

Now to the actual formations that will make up our 20,000 troops. Fortunately for us these planetary formations are easily divided into three different roles. Unsurprisingly those roles are offensive, defensive and civil defense. Most planets will split the raising of their troops to fill each of these rolls. They will raise the three different types of troops in three different regiments of infantry. Using infantry as the standard troop type allows the addition of extra armor, aerospace or battlemech formations to suit you campaign. Adding non infantry units would have the least impact on the total troop numbers. These types of troops have a lower personal count per company ratio. See the number of troops you have to keep track of is getting smaller and will do so again.

Starting off we must define the three different types of infantry regiments. There would be one offensive infantry regiment with full combat and logistic supports, one defensive regiment with most supports and a Military Police/civil defense regiment. In addition there will be one flight (4) each of transport aircraft and conventional fighters plus one flight (2) of recon aircraft to support the regiments. Marik will have Planetlifters for their transport aircraft. Marik loves their Planetlifters

If a planet has several low population regions of near 25million it will have only the above set of troops per region. There will be little chance for them to concentrate as there will be many things needing to be defended in each region. This is how a planet with a large population will be unable to mass overwhelming force to counter raids. The air units may be able to reinforce to a limited degree.

For smaller population regions you can reduce the forces to two battalion regiments or a single regiment of three battalions. Usually the offensive maneuver regiment will be triangular and the defensive formation will be square as per modern military theory. I’ll explain that latter.

Now let’s examine what type of personal of would make up each of these formations. Don’t worry you will find a sample TO&E of these infantry regiments after the description of the forces.

First the offensive role.
For our purposes the offensive oriented regiments will be known as the Planetary Defense Forces or the PDF. They will normally be made up of reserve formations like the U.S. National Guard or Reserve. The personal making up these formations are career planetary volunteers or line troops that are transitioning to non active service. All officers and senior sergeants will be full time soldiers. The bulk of the non-professional troops will be part time reservists who train one weekend a month with an additional two to four weeks of on planet deployment a year. These troops may be deployed off planet for a major offensive or in an emergency.

Normally this “ready” regiment will be based at the most important targets on planet. Three to five barracks housing a company to a reinforced battalion each will be located close enough to the major planetary objectives that any raiders or pirates will find a hard fight for what they want. The rest will be based near the population centers. Once relived by the defensive regiment at these objectives, the ready regiment will form up for a counter attack.
The “ready” companies will be deployable within 2 to 6 hours after the alert and the rest will be formed up in 24 hours or less. It will most likely have a full tank battalion instead of just a company. The tank battalion will have all of the heavy and assault tanks available except for the slow 1/2 speed tanks. These slow tanks will be in the defensive regiment.
All other supports will be present. This is the primary unit that will seek out and engage raiders and pirates alongside the garrison troops, or it will provide support to defending house troops in case of invasion. In order to save money the planetary government may put one or possibly two infantry battalions in Heavy AFV transports. The rest will be in squad transports for maneuverability.

The regiment will consist of three infantry battalions (this is triangular formation mentioned above). It will also normally have the support of a tank battalion and two artillery companies.

One must also take into consideration that there may be privately owned mechs on planet. Many of these owner/operators will have taken officer commissions in the PDF to help defend the planet. You may be able to add a few unlisted mechs to the defending forces. A random Thunderbolt added to the OPFOR at the last minute is always fun for the PCs.

Next the defensive role.
The defensive regiments will be known as the Planetary Militia Forces or the Militia. They are made up of long time reservists and citizens who want to serve but do not have the time to dedicate to training like the ready regiment. There will be a small cadre of full time troops that the part timers will form around. Most will have served at least one tour in the house army or at least the ready regiment.

They will be ready for deployment at the end of day one and fully deployed by day three. They will be assigned to four to six barracks corresponding to the ready regiment’s garrisons so that they will be able to take over their protection assignments at likely targets. Any extra barracks will be placed so the formation can still deploy even if enemy action makes the collection points near the objectives unusable. The defensive regiment has four infantry battalions to provide a defense of depth. This is the square mentioned above.

There will be squad and/or heavy APCs for the first and second battalions. The third and fourth battalions will usually have trucks to save money as will all supports unless noted. This formation will usually be broken up to provide garrisons at choke points and valuable targets.

Both the offensive and defensive regiments have four companies in each of the infantry battalions. The fourth company is a schwere or heavy weapons company. The companies have been numbered so that all regiments have the same 13th to 19th companies as the PDF regiment to keep the company numbering system the same. So this makes the numbering of the fourth infantry battalions companies 20 to 23. This way the 13th company is always the gun company and so on. This keeps confusion to a minimum. You can change this but the militaries do this for reasons.

The Support Role
The Military Police/Civil Defense or the Reserve Militia regiment will usually be the last to take the field usually on day three to five of a conflict. However there will be some very small formations such as squad sized recon units that form up on day one. These will be the recon elements that will be watching any invading forces in their local area. The formal companies and battalions will take a while to get organized.

The MP/CD infantry regiment has one MP battalion in trucks one MP battalion on foot (they share the trucks) and two battalions regular foot infantry w/mgs. Civilian transport may be secured to provide mobility. No schwere or regimental support companies except food trucks. The rest of the troops not listed will make up most of the planetary military administration services.

 These Reserve Militia troops are made up of the retired soldiers, local police and fire men plus locals riding in pickups or manning check points. This will be for population control and security. These are the guys leading the civilian population to safety and securing prisoners. They will also be the troops whose main job is to keep the civilian population safe in a natural disaster or evacuated out of the combat zones.

They will be deployed in small company detachments all over the planet and will make up most of the “local” troops. They have low combat power but are a huge source of local knowledge for the defensive troops. Do not discount the effect of having a dozen or more detachments shadowing all enemy movements. Two guys or gals in a pickup can get a lot of information for you.

Non Combat Support Formations
These are admin and other units that would not normally be deployed with the combat formations. Most would stay in their bases while doing their jobs. These non combat units are intelligence, surveillance, wired communication, human resources, warehouse & supply, cartography & route planning and the main hospital. As the only relevant TO&Es I have are for WW2, 1980s Warsaw Pact and NATO and Modern US forces this will be somewhat of an educated guess.

The format will be a description of the unit followed by the number of troops in the upper level military, regimental support and then the battalion detail. If companies have a section it will be listed with a C. So the format will look like this A100-R100-B25 for a 100 man unit at both planetary command level and for each regiment and a 25 man unit in the battalions and companies have no personal.

Intelligence is responsible for nonmilitary human sources (tips from the public and spies), signals intercepts as well as the house intelligence liaison. These will be the local informants who will report in on enemy movements as well as suspicious activity. Signals intercepts include tapping into enemy communications that even if not decoded, may give enemy location and size by volume of traffic. These troops would be deployed just behind the front line at the combat level but would rarely see combat. A100-R50-B20-C5.

Surveillance is normally a subsection of Intelligence but I have separated it as it has a more active role in battletech combat operations. As a definition surveillance is not reconnaissance. Reconnaissance is going out and looking for the enemy. Surveillance in the battletech universe is RADAR and more RADAR and then some automated cameras looking for drive plumes. Even if the planet does not have deep space radar or other powered detectors there are a lot of spaceport, airport and air traffic control radars that can assist in finding enemy air and spacecraft. This would also include non military assets such as universities, private or local airports and hobbyists. Someone reporting that there are enemy aircraft coming from the east as they fly over an insignificant airport can turn the tide of battle.  A450-R30.

Wired Communications would still exist just like they do today. Your cable internet or tv provider is one. These represent secure communications over wire or fiber optics. Not only is this needed for inside buildings but it is really handy for defensive positions. Your positions can’t revealed by signal intercepts and you can tie into the planetary communications systems very easily. Of all the Non Combat Support Troops these will always be deployed in the regiments’ main defensive position. A25-R25-B10-C5.

Human Resources is something most of us are familiar with. This is a necessary evil that consumes a lot of man hours. Troops need to be paid and someone has to keep the records. A200-R50-B10.

 Warehouse & Supply covers everything from food, uniforms and small personal gear as well as ammunition, fuel and battlemechs. These are the warehouse workers, clerks, purchasing and receiving personal. Military formations have surprisingly large storage requirements. The amount of soap, paper towels and toilet paper four thousand people need is staggering. Add in everything else that is needed by them in addition to FFA (food, fuel and ammunition) and you can easily fill several large warehouses. A150-R75-B20.

Cartography & Route Planning is needed as not all planets will have GPS systems and even if they do the satellites won’t last long if the enemy doesn’t want you to use them. These are the guys who make those really neat battlefield maps you find in the better military history books. Each battalion or larger formation will have at least one truck carrying general maps for the entire planet as well as highly detailed maps of all the most likely conflict areas. They will also have detailed maps on their hard drives. These will be shared with all who need them.

These personal will also be trained in how to plan routes start times so that all units arrive when and where they are needed and in the proper order. It’s like getting your entire gaming group to arrive within ten minutes of the start of the game. A30-R10-B5-C2. There are always two guys in each company with a small vehicle containing a lot of maps ready to give out to their troops or load onto their pads.

Medical, the emergency units are listed with the combat elements. This formation is the main military hospital. They care for the injured as well as non combat medical needs. This can also be part of the retirement medical care or a local university or both. I cannot see a large hospital having a staff of less than 500 personal. This will be spread over several buildings or clinics. All other medical personal are listed with the combat troops.

A quick note on soft transport.
Most people who have not studied logistics have not come across the fact that while a WW2-US 2.5 ton truck was rated at carrying 2.5 tons that was while moving off-road. This surprised the crap out of me when I was studying the Normandy Campaign years ago. On hard surfaced roads it was rated to carry 5 tons. This means that the redball express carried a lot more than most people think. Plus each truck could tow a 2.5 ton trailer for a total of 7.5 tons of supplies. So what does that mean in the battletech universe? It means that your soft transport trucks can carry twice the “official” rated load as long as you keep to paved roads. This is not cheating as it is using a fact of life that most people do not know about. Although this means you can carry extra cargo to your forward supply base it does not mean that you can carry extra infantry. Battletech already stacks them up like cordwood. Those of you under 40 can look up what cordwood means.

Space Capable Transport.
Interestingly on important or lucky planets there may be dropship transportation assets. These would normally be Leopards, Furies and Gazelles. These dropships are too small for commerce or a military action larger than a commando raid so the reasoning on the forums is that they would be used to move centralized defenders to where the raiders are. The novel “Mercenary Star” has a wonderful example of this. I fully endorse this idea! This is an extra asset that a GM can add in to balance a campaign. I like this idea because it makes a realistic use of otherwise unusable transports and keeps the catgirls safe.

Higher Formations
Many planets will only have one major population region where all of the military force will be located. If the population of a region is larger than 40 million double the above and add one tank regiment with the second and third battalions forming the attached armor for the offensive regiments (the net add is one battalion plus supports). Also add in one battalion of artillery (12-18 guns). The artillery will be in three batteries and most likely be supporting three different bases. Each base will have three or more prepared positions (not on base) allowing the guns to have preplotted strikes against the most likely approaches. There should be one flight (4) of aerospace fighters to provide space defense. The two PDF/offensive regiments and the additional troops would make a brigade. Combined with the House troops this would make a powerful force. The Militia/defensive regiments would from their own brigade.

You can also add in one basic set for each extra 25 million in population. Truly dense populations may also have even more Reserve Militia formations to help with crowd control.
On even larger population planets two brigades will form a Division. The non regimental artillery companies will be gathered into a single regiment made up of three battalions. This includes the two listed as belonging to the brigades. I suggest one each of Thumper, Sniper and Long Toms to keep the players guessing. Added to this will be a battalion of independent recon assets and one flight (4) of aerospace fighters. This will be a total of 12 aerospace fighters. At this level there would most likely be a mech company or more owned by the planet. These are in addition to the mechs in the house garrison and owner operators.

Cap Com Second line units. A variant deployment.
This is from the various house books. These do not include the house garrison forces. The house garrisons will use the table below.

All Cap Com planets are under threat so all will have at least one home guard regiment, two to ten more on important or heavily populated planets. These are the “PDF” units. Home Guard units are normally one regiment in size and no matter how many there are, the general in command will not have any other higher formations beyond the individual regiment and it’s supporting companies. This is for reasons. The first battalion is of mixed armor, second and third Infantry. It may have a company of Mechs attached. I recommend this as it makes a very balanced combat unit. At least give them a lance of Vindicators. Those guys punch way above their weight. I also recommend the combat support companies & non combat elements from the PDF regiment above. In doing this invaders will find a much harder fight on their hands.

The Cap Com militia regiments are two battalions of infantry and a company of armor. Infantry will probably have trucks. The Militia is based on population. There should be three militia regiments for every 20 million in population. Militia mostly does defensive and police assignments. Use the standard Planetary Militia Forces for these. Again I strongly recommend adding the support elements but perhaps at a reduced level, say the full regiments worth of supports for three Militia regiments.

All Cap Com formations will tend to have more uniform house made equipment due to constant attrition. They do tend to have some pretty good stuff too!

Time Clock
Now how fast could all of these units be ready to oppose a group of pirates or the raiding PCs? Here is handy if variable guide as to how fast they could get into action.
Time clock      Who is ready at their primary muster point.
0 hours            The incoming enemy is detected. Planet fall may occur in 1 to 24 hours. The muster alert is given to all units.
1-2 hours      The house garrison should be mobilized and heading to their pre-planned defensive positions.
2-6 hours           The “Ready” companies will have formed up. This would be one full infantry battalion, a tank company and two other support companies. They would be covering the three most likely targets out of the seven to ten in the region.
6-12 hours   The second infantry battalion would deploy with a second tank company and one more support company.
12-24 hours   The rest of the PFD will have taken up their primary positions. The first of the Militia battalions will come on line and relive the first PDF battalion so that they can begin to form up for a counter attack.
24 to 48 hours   The second and possibly the third battalion and half of the support units of the Militia regiment will be online. They will attempt to relive any PDF units they can. One of the MP battalions will be available for crowd control.
48 to 72 hours   All of the Militia Regiment will be deployed. A second battalion of the Reserve Militia will be deployed in civilian protection operations.
72 to 96 hours   The third Reserve Militia battalion will be deployed. The fourth will be deployed in the next 24 hours.
Most raids will be over within 6 hours of planet fall. Pirates will try to be done in 24 hours. Tricky attackers may quickly attack positions far away from their objectives in hopes of drawing the defenders out of position. So you see that you will not be using most of the PDF regiment in a raid and be just starting to deploy the full PDF and the start of the Militia in a pirate attack.

Hamilcar Barca

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Re: PDF and Garrisons for any planet
« Reply #1 on: 22 January 2023, 23:32:55 »
Part two because it all won't fit on one.


Suggested Table of Organization and Equipment for the various infantry regiments.

Some notes about the TO&E of these infantry regiments.
First of all I have used the term TOP a couple of times below and it occurred to me that some may not know what that means. Top is short for the top sergeant who is the senior non commissioned officer in the formation. It is normally reserved for those sergeants who also have achieved the highest NCO rank in their military. This is not technically correct but will suffice for those who are not familiar with it. My father in law was a master gunnery sergeant in the USMC. I have a picture of him next to a sign listing the three senior commanders on a base. There were two generals and him. His coffee cup just said TOP.

These regiments are set up as a battletech “Foot” formation with tracked APCs as the transport. These seem to be the best units for this formation. You may use wheeled or hover transport if desired. I do not use the battletech mech and motorized units. These rules are unrealistic to say the least; it hurts my brain and harms the catgirls. Also I don’t like the idea of small ATVs towing around a 14 ton gun.

Without higher formations almost all support units need to be held at the regimental level. That is why there is such a large support structure including the numerous liaison light transports.

The Schwere company is to provide the battalion commander direct fire support under his command. This is copied from the WW2 German infantry structure. Overall the whole infantry regiment is a combination of the US and German WW2 infantry formations. Company numbering is from the German, the letter numbering does not work for the many different languages.

The gun crews come in 5 man squads. There is also a provision for Lt AC2/5 guns as well as rocket launchers. These are retconed in the universe we play in. I think that they are also retconed in the cannon timeline. I recommend this as most heavy weapons had various marks. Example WW2 Germany had at least seven different 75mm guns. I find it helps with my sanity to have at least a small variation in the weapons. Plus it again keeps the catgirls safe.

I have limited the number of soft transport listed in the TO&E combat companies. For example in WW2 each artillery tube was serviced by at least eight vehicles. Battletech seems to run on very lean supporting elements.

Infantry weapons have been simplified to ballistic or laser rifles as the primary infantry weapons. Support weapons come in three flavors. MGs represent all primary anti-infantry weapons with minimal anti-armor effect. Anti-Mech Weapons (AMW) are the opposite. SRMs are not only the iconic battletech infantry support weapon but are representative of all weapons that are moderately effective against both infantry and armored targets. Your MGs may be man portable pulse lasers, your AMWs can be ATGMs or Man Portable PPCs. It is the effect that is calculated not the fluff. This works for us but as normal YMMV. I have developed an alternative infantry combat system for simplicity and to combat inadvertent cheese. If you use the battletech infantry rules use your best judgment. Oh and good luck.

For recon elements you have two choices loud or quiet. GMs pay attention to this. Of the various types of recon platforms only wheeled units are quiet enough to avoid detection on a regular basis. Remember their job is only recon. You can use what you desire but I use an 8 ton wheeled chassis based on the Puma which was the WW2 German PSW234/2 armored car. 10/5 speed, mg in turret and either 1 ton infantry bay or 2 vehicle grenade launchers with smoke. They have only 8 pts of armor.  These could be manufactured on any planet that can produce a good 4X4 truck. With the Pumas you can get a lot of variants out of two tons of weapons. You may replace them with whatever wheeled, infantry toting recon elements you like. The standard wheeled APC or the Swiftwind recon unit also works well as a cannon unit.
The recon infantry element is there to provide an even quieter and sneaker unit to see what’s around the corner or over the hill when the enemy is alert. It is also fun to call down fire on the enemy’s assembly area.

Thumper Artillery was chosen to keep costs down. You may use larger weapons if money is no object or you can steal them.

And remember to use the AFVs you want. This is a guide and is not set in stone.

PDF Armored Infantry Regiment
(This is for an invasion force or for a PDF offensive infantry regiment)

This is set up for both the standard 7 man and 10 man infantry squads.
7 men w/ two support weapons fit in 1 ton Infantry Bay.
Ten man squads requires 1.5 ton Infantry bay.
3 - 10 man squads have the same manpower as 4- 7 man squads but with fewer APCs.
In keeping with every modern infantry platoon I have ever seen, I have included a command squad for each platoon.

The numbering of the companies.
Companies 1-4, 5-8, 9-12 are the first three battalions.
13th, 14th, 15th, 16th, 17th, 18th and 19th companies are
The Gun, Tank, SP Artillery, Towed Artillery, AAA, Reconnaissance and Combat Support.
A standard tracked 10 ton APC are used for each squad or a single 20 ton Heavy APCs for each platoon.
For Motorized troops replace all Standard APCs with trucks.
May increase Tank Company to battalion and/or reduce by one infantry battalion.
The size is up to the GMs discretion.

Regimental Command Section
2 APCs one with Regiment Commander, Top and staff and one with XO and the main Comm/FO system. One lt. transport with driver. 5 crew 14 troops. FO units are Forward Observers for indirect fire. This fire would be from LRM or Tube artillery. If you consider all units to be FO trained then consider these to be highly skilled and having priority when calling fire.
Included here too are the “Tail” elements and Maintenance section. Field Kitchens and supply trucks travel with their companies.

Battalion Command Section = three total
2 APCs one with Battalion Commander, TOP and staff and one with XO and Comm/FO system. One lt. transport with driver. 5 crew 14 troops.
Recon Platoon: 3 Wheeled Puma ACs (8T), 2 Wheeled Puma APC (8T) each with a 4 man recon team. Recon Teams are also FOs. Or whatever sneaky infantry toting wheeled APC you want.
Medical section with one Doctor, two Surgical Assistants, eight Medics and sixteen Medical Orderlies. One lt. transport, eight trucks and three ambulances.
Three infantry companies and one schwere company.

Infantry Company 1-3, 5-7 and 9-11. Squad APCs may be replaced with Large Platoon APCs
Standard BT 7 man Infantry Squads
Command section: 2 APCs one w/ Company Commander, TOP and staff and one with Comm/FO system and medic. One lt. transport with driver. 5 crew 14 troops. Company has 35 crew and 119 troops. Or 11 crew when using Heavy APC.
3 Platoons each 4 APC each with 1 or 2 MGs, SRM or AVW carried by a 7 man infantry squads. One APC with one Lieutenant, one sergeant, one FO, one medic and an orderly with two man security detail, all are armed with rifles. 10 crew 35 troops and 5 AFV.
10 Man Infantry Squad
Command section: 2 APCs one w/ Company Commander, TOP and staff and one with Comm/FO system and medic. One lt. transport with driver. 5 crew 14 troops. Company has 29 crew and 158 troops
3 Platoons each 4 APC each with 1MG and 1 AVW carried by a 10 man infantry squads. One APC with one Lieutenant, one sergeant, one FO, one medic and an orderly with three man security detail, all are armed with rifles. 10 crew 48 troops.

Schwere Company 4, 8 and 12 these may or may not be in standard BT units but are recommended
Command section: 1 APC w/ Company Commander, staff. One lt. transport with driver. 3 crew 7 troops.
The troops are the Company Commander, one sergeant, one medic and an orderly, three man security detail w/rifles.
Containing four sections outlined below.
1 section of 3 light LRM Carriers, 3 LRM5 or 10s each. 6 crew on 3 Flatbed trucks each or cannon equivalent. Possibly some other light tracked LRM carrier. Use what fits your universe.
And
3 sections of 2 APCs each towing one Light A/C 2 or Light A/C 5 gun for AT/AM/AA. One sergeant and two 5 man crews w/2 drivers per section. 6 Vehicle crew and 33 gun crews. Usually two Lt.A/C 2 and one Lt.A/C 5 sections
OR
3 sections of 2 LgAPCs each towing one A/C 2 or 5 gun for AT/AM/AA. One sergeant and four 5 man crews (two per gun) w/2 drivers per section. 6 Vehicle crew and 63 gun crews. Usually two A/C 2 and one A/C 5 sections
OR
3 section of 2 LAV with a light A/C 5 gun, same motive type as infantry company. LAV=Light armored vehicle is a US military unit that has equivalents all over the world. Find it or make it in Battletech.

This will give each battalion light gun support while also giving the battalion commander a light LRM section to quickly reinforce a hard pressed company. The A/C5 section can also be deployed in the critical area.

Gun Company 13 This if for direct fire support
Command Section: 1 APC 2 crew 7 troops including CO, XO and medic. One lt. transport with driver.
Medium Gun Sections 3 sections of 2 Hv. APCs or larger tows each towing one A/C 10 gun for AT/AM. One sergeant and Six 5 man crews (three per gun) w/2 drivers per section. 4 Vehicle crew and 31 gun crew each section.
Heavy Gun Section 2 Lg APC or larger tows each towing one A/C 20 gun for AT/AM. One sergeant and Six 5 man crews (three per gun) w/2 drivers per section. 4 Vehicle crew and 31 gun crews.
SRM Section, 6 towed or truck mounted SRM 6 launchers. Towed 30 crew 6 flatbed trucks or 12 vehicle crew. The flatbed truck with two SRM4s works as well. Use what you have in your collection.

Tank Company 14 or Tank Battalion in very offensive or rich formations
Command Section: 2 Tanks. Company commander and XO. 29 total crew (2 per tank), one lt. transport with driver.
3 Platoons each of 4 tanks. Scorpion or equivalent light tank, these may even be heavy units such as Manticores with extra crew. Most formations will try to keep each platoon to a single chassis if possible. This is for cost savings during maintenance.
Or
PDF Tank Company
CO & XO in 2 Tanks that you think are appropriate. Generic version of above.
3 Platoons of 4 tanks. One lt. transport with driver. This may whatever tank you deem appropriate. These may be any tank moving 4/6 or better, even heavy tanks. Bottom line there is one company of 14 tanks appropriate to terrain and funds available.
Or
Goblin Tank and Panzergrenadier Company. This may be one of the line infantry companies. Consider replacing one company in each infantry battalion or all of the first battalion. This is only for use against PC formations that are large.
Panzer Company Command Section: 2 Standard Goblin. Company commander and XO. 51 total crew (3 per tank), one lt. transport with driver.
3 Platoons each of 5 tanks, 3 or 4 Standard Goblins, 1 or 2 of SRM & LRM Goblins.
Panzergrenadier Company Command section: Riding in the OX tank. XO riding in the command tank section. One w/ Company Commander, staff and one with Comm/FO system and medic total 14 troops. One lt. transport with driver. Company has 119 troops
3 Platoons riding 4 Goblins each with 1 or 2 MGs, SRM or AVW carried by a 7 man infantry squads. One Goblin with one Lieutenant, one sergeant, one FO, one medic and an orderly. Two man security detail, rifles. 10 crew 35 troops.

Tank Battalion for offensive or rich formations
Command Section: 4 Tanks. Battalion Commander and XO plus two bodyguards. 8 to 20 total crew.
2 APC One for the Battalion Commander, staff and one with XO and Comm/FO system. One lt. transport with driver. 5 crew 14 troops.
3 Tank Companies as above or you can use mixed types like a platoon of 2 demolishers and 2 ontos tanks.

SP Artillery Company 15
Command Section
1 APC 2 crew 7 troops including CO, XO and medic. One lt. transport with driver.
3 sections of 2 Hummel (Thumper) or other thumper SPAs, one supply truck with two crew.
3 sections of 2 sdkfz251-15 Rocket Launchers for “Shoot and Scoot”, two crew each. Any small LRM/Rocket AFV may be substituted for the rocket launcher halftracks. One lt. transport with driver.
1 section supply 4 trucks (full of Rockets or shells) 2 men each.

Towed Artillery Company 16
Command Section
1 APC 2 crew 7 troops including CO, XO and medic. One lt. transport with driver.
3 sections of 2 Thumper towed guns each towed by a “Flatbed Truck” with a second for crew and extra ammo or heavy APC extra ammo and gear in APC. TRO 3060
There may be two SP or two towed companies or even a single company. The idea is that there will be some support. The rocket launchers may be eliminated when using two SP companies.

AAA Company 17
AAA= Anit Aircraft Artillery
Command Section
1 APC 2 crew 7 troops including CO, XO and medic. One lt. transport with driver.
4 Hydra AA tanks (epic 40k figures) 2 Trucks w/ammo and gear. 4 LtAC2 version. Or any AA tank you feel appropriate. Hydra is homebrew but gets you the spirit of the weapon system.
4 sections, each of 2 Towed AC2 and one ton of ammo each. 8 APCs, 8 Flatbed trucks 16 APC crew, 8 drivers, 16 five man crew squads.
This company may also just have 8 sections of AC2s if that fits your universe.

Reconnaissance Company 18
Command Section: 1 APC 2 crew 7 troops including CO, XO and medic. One lt. transport with driver.
2 VTOL Scout Platoons, all infantry and Ferret crews are trained FOs.
Each VTOL Platoon has 2 Ferret VTOL, Two-4 man Recon teams and 1 Warrior Helo as escort. One lt. transport with driver. Two trucks with 4 techs and repair gear.
2 Wheeled Scout Platoons, all infantry are FOs. Wheeled transports are quiet. 3 Puma ACs (8T), 2 Puma Wheeled APC (8T) each with a 4 man recon team. Recon Teams are FOs. Or use whatever wheeled transport/light AFV you want. The standard wheeled APC works too.
Hover Scout Platoon, all infantry are FOs. These are loud and can only do long range recon without being detected.
3 Light hovertanks (20T to 25T) and 2 Hover APCs 10T type and 2 squads of two 4 man recon teams each.

Combat Engineer Support Company 19
This is based off of what I have in my collection but each platoon represents what would be needed in the formation.
One lt. transport with Commander and driver.
Pioneer Platoon
3APC with Rhino APCs hedge cutter and 3 pioneer squads with demolition equipment and flamers.
Bridging Section of 3 trucks each with a 35 ton capacity bridges, twelve bridging specialists. Three tool and supply trucks. One lt. transport with Commander and driver. These most likely are pontoon bridges. The three bridges may be placed end to end or combined to make a single short 75T bridge. Think “A Bridge Too Far”.
Building Section Bulldozer, backhoe and mine laying/demo equipment vehicles each carried on trailer transport pulled by flatbed truck prime mover. There are Six Drivers and Six Building specialists in 6 heavy equipment trucks. Two bulldozers, two backhoes, one mine layer and one mine removal unit. This may also include one of those leveling machines with the angled blade. Grader? I don’t know what they are called but you get the idea.

Tail Section
Mash Unit: Medical section with Two Doctors, four surgical Assistants, eight Medics and sixteen Medical Orderlies. One lt. transport, twelve trucks and three ambulances. This may combine with the battalion assets. They would also have access to a field hospital when on the offensive. On the defensive this unit will take over a local clinic or even a vets office.
Field Kitchens: One very short head cook with hairy feet. 4 Supply trucks (2 drivers each) and one lt. transport with driver.
 One field kitchen and truck for each company. Each carries two cooks and four assistants. One section for each combat company and two more sections for command (tail and maintenance) (21 sections) (6 men each). Add more if the unit has a tank battalion or Panzergrenadiers. Field Kitchen is based on a flatbed truck (6 ton capacity). 3 tons for kitchen 2 tons for storage and one ton for bakery/personal storage and 4 seats.
Supply Section: Commanded by a captain with his Top. Also five lieutenants and their sergeants each commanding the motor pool for each major combat section. These sections are the regiment, each battalion and the combined support companies. Each section will normally have four trucks and two trailers per company of men. This would be a mix of normal, fuel and water flatbed truck variants. Remember that a flatbed truck can carry twice it’s off road capacity on good roads.
Replacement Section: This is a platoon of infantry to feed replacements to the line units in order to keep unit cohesion at the highest level possible. Command section 1APC containing the platoon commander, platoon sergeant, FO, one medic and an orderly. 5 APCs or 2 Hv APCs. Five 10 man squads each with 1MG and 1 AVW. 10 or 4 crew 45 troops per platoon. Replacements are always 10 man squads.

Maintenance Section
Command section 3 vet techs CO, XO, Top and parts master (sgt) with six trucks and three lt. transports with a driver/astech each.
11 tech squads, one Regular tech (sergeant), one wrecker (corporal) and 6 astechs each. Two tool trucks, two parts trucks and one APC wrecker for each squad. Two for each battalion HQ and the rest spread among the rest of the companies as needed. The tank company has a tank wrecker.

Planetary Militia Infantry Regiment
This is the triangular formation.
For the square formation add one battalion command
Three infantry companies numbered 20-22 and
One schwere company number 23 and
Adding in food and maintenance sections as needed.

Regimental Command Section
2 Flatbed Trucks One with Regiment Commander, Top and staff and one with Comm/FO system. One lt. transport with driver. 5 crew 14 troops.
Included are the “Tail” elements and Maintenance section. Field Kitchens and supply trucks travel with their companies.

Battalion Command three total
2 Flatbed Trucks One with Battalion Commander, staff and one with Comm/FO system. One lt. transport with driver. 5 crew 14 troops.
Medical section with one Doctor, two Surgical Assistants, eight Medics and sixteen Medical Orderlies. One lt. transport, Eight trucks and three ambulances.
Three infantry companies and one schwere company.

Infantry Company 1-3, 5-7 and 9-11
Command section: 2 Flatbed Trucks One w/ Company Commander, staff and one with Comm/FO system and medic. One lt. transport with driver. 5 crew 14 troops. Company has 29 crew and 119 troops
3 Platoons each 4 Flatbed Trucks each with 1 or 2 MGs, SRM or AVW carried by a 7 man infantry squads. One Flatbed Trucks with one Lieutenant, one sergeant, one FO, one medic and an orderly. Two man security detail, rifles. 10 crew 35 troops.

Schwere Company 4, 8 and 12 these may or may not be in standard BT units but are recomended
Command section: 1 Flatbed Trucks One w/ Company Commander, staff. One lt. transport with driver.  3 crew 7 troops.
Company Commander, one sergeant, one medic and an orderly, three man security detail w/rifles.
Commanding 3 sections of 2 LgAPC each towing one A/C 2 or 5 gun for AT/AM/AA. One sergeant and six 5 man crews (two per gun) w/2 drivers per section. 7 Vehicle crew and 33 gun crews. Usually two A/C2 and one A/C5 sections

Gun Company 13
Command Section: 1 Flatbed Trucks 2 crew 7 troops including CO, XO and medic. One lt. transport with driver.
Medium Gun Sections 3 sections of 2 Lg APC or larger tows each towing one A/C10 gun for AT/AM. One sergeant and Six 5 man crews (three per gun) w/2 drivers per section. 4 Vehicle crew and 31 gun crew each section.
Heavy Gun Section 2 Lg APC or larger tows each towing one A/C20 gun for AT/AM. One sergeant and Six 5 man crews (three per gun) w/2 drivers per section. 4 Vehicle crew and 31 gun crews.
SRM Section, 6 towed SRM6 launchers. Towed 30 crew 6 flatbed trucks.

Tank Company 14
Command Section: 2 Tanks. Company commander and XO. 29 total crew (2 per tank), one lt. transport with driver.
3 Platoons each of 4 tanks Scorpion or equivalent light tank. This will also include the heavier but slow 1-2 speed assault tanks. If available any faster heavy tank can be used but the PDF regiment has priority.
Or
PDF Tank Company
CO & XO in 2 Tanks that you think are appropriate.
3 Platoons of 4 tanks. One lt. transport with driver. This may whatever tank you deem appropriate. These may be any tank moving 4/6 or better even heavy tanks. Bottom line there is one company of 14 tanks appropriate to terrain and funds available.
Or
Goblin Tank and Panzergrenadier Company
Panzer Company Command Section: 2 Standard Goblin. Company commander and XO. 51 total crew (3 per tank), one lt. transport with driver.
3 Platoons each of 5 tanks, 3 or 4 Standard Goblins, 1 or 2 of SRM & LRM Goblins. Or Command in a standard Goblin.
Panzergrenadier Company Command section: Riding in the OX tank. XO riding in the command tank section. One w/ Company Commander, staff and one with Comm/FO system and medic. One lt. transport with driver 14 troops. Company has 119 troops
3 Platoons riding 4 Goblins each with 1 or 2 MGs, SRM or AVW carried by a 7 man infantry squads. One Goblin with one Lieutenant, one sergeant, one FO, one medic and an orderly. Two man security detail, rifles. 10 crew 35 troops.

Towed Artillery Company 15 & 16
Command Section
1 Flatbed Truck 2 crew 7 troops including CO, XO and medic. One lt. transport with driver.
3 sections of 2 Thumper towed guns each towed by a “Flatbed Truck” and a second for crew and extra ammo or heavy APC extra ammo and gear in APC. TRO 3060

AAA Company 17
Command Section
1 Flatbed Truck 2 crew 7 troops including CO, XO and medic. One lt. transport with driver.
8 sections, each of 2 Towed AC2 and one ton of ammo each. 16 Flatbed Trucks, crew, 8 drivers, 16 five man crew squads.

Reconnaissance Company 18
Command Section: 1 APC 2 crew 7 troops including CO, XO and medic. One lt. transport with driver.
2 Scout Platoons, all infantry and Ferret crews are FOs.
2 Ferret VTOL Two-4 man Recon teams and 1 Warrior Helo as escort. One lt. transport with driver. Two trucks with 4 techs and repair gear.
2 Wheeled Scout Platoons, all infantry are FOs. Wheeled transports are quiet. 3 Puma ACs (8T), 2 Wheeled APC (8T) each with a 4 man recon team. Recon Teams are FOs.
Hover Scout Platoon, all infantry are FOs. These are loud and can only do long range recon without being detected.
3 Light hovertanks (20T to 25T) and 2 Hover APCs 10T type and 2 squads of two 4 man recon teams each.

Combat Support Company 19
This is based off of what I have in my collection but each platoon represents what would be needed in the formation.
One lt. transport with Commander and driver.
Pioneer Platoon
3APC with Rhino APCs hedge cutter and 3 pioneer squads with demolition equipment and flamers.
Bridging Section of 3 trucks with 35 ton capacity bridges, three tool and supply trucks, twelve bridging specialists.  One lt. transport with Commander and driver. These most likely are pontoon bridges. The three bridges may be placed end to end or combined to make a single short 75T bridge. Think “A Bridge Too Far”.
Building Section Bulldozer, backhoe and mine laying/demo equipment each carried on trailer transport pulled by flatbed truck prime mover. There are Six Drivers and Six Building specialists in 6 heavy equipment trucks. Two bulldozers, two backhoes, one mine layer and one mine removal unit.

Tail Section
Mash Unit: Medical section with Two Doctors, four surgical Assistants, eight Medics and sixteen Medical Orderlies. One lt. transport, twelve trucks and three ambulances. This may combine with the battalion assets.
Field Kitchens: One very short head cook with hairy feet. 4 Supply trucks (2 drivers each) and one lt. transport with driver.
 One field kitchen and truck for each company. Each kitchen has two cooks and four assistants. One section for each combat company and two more sections for command (tail and maintenance) (21 sections) (6 man sections). Field Kitchen is based on a flatbed truck (6 ton capacity). 3 tons for kitchen 2 tons for storage and one ton for bakery and personal storage and 4 seats.
Supply Section: Commanded by a captain with Top and five lieutenants and sergeants each commanding the motor pool for each major combat section. These sections are the regiment, each battalion and the combined support companies. Each section will normally have four trucks and two trailers per company of men. This would be a mix of normal, fuel and water flatbed trucks. Remember that a flatbed truck can carry twice it’s off road capacity on good roads.
Replacement Section: This is a platoon of infantry to feed replacements to the line units to keep unit cohesion at the highest level possible. Command section 1APC contains the platoon commander, platoon sergeant, FO, one medic and an orderly. 5 APCs or 2 Hv APCs 1MG and 1 AVW per 10 man squad. 10 or 4 crew 45 troops per platoon.

Maintenance Section
Command section 3 vet techs CO, XO, Top and parts master (sgt) with six trucks and three lt. transports with a driver/astech each.
11 tech squads, one Reg tech (sergeant), one wrecker (corporal) and 6 astechs each. Two tool trucks, two parts trucks and one APC wrecker for each squad. Two for each battalion HQ and the rest spread among the rest of the companies as needed. The tank company has a tank wrecker.

Hamilcar Barca

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Re: PDF and Garrisons for any planet
« Reply #2 on: 22 January 2023, 23:36:02 »
And the last part






House Garrison Troops
This is what a lot of you have been waiting for.
Garrison formations will be regular house units or mercenary formations assigned to the planet. They will be under house or independent command but will try to coordinate with the PDF units as much as possible. Their barracks will usually be in the castle or main base fortifications owned by the house or local nobility. They may also be sharing the base with the local PDF units. It is not unusual for a battalion each of Garrison, PDF and Militia all to be sharing the same base when it is the main fortification on planet. The idea is that the house/merc formation will react first within an hour of the alert being given. The PDF formation will deploy within three to five hours and the Militia by the next day.
As this is a reaction force I have not included artillery in the formation. If you feel you need the god of war just add what you think is necessary.

Size of House Garrisons
This is highly variable but here are some guidelines as to what will be where. Remember not to use so large a garrison that you overwhelm your players.
Planets with something very valuable or that are raided a lot will have a larger garrison than normal.
Locations far from any potential attack such as interior or periphery locations may have smaller garrisons.
Usually planets with a population of 100 million or less will have a small garrison.
Planets that have a division (two brigades) of planetary forces may have a medium garrison.
Planets with two or more divisions of planetary forces will have a medium garrison and may have a large one.
There is a huge amount of wiggle room is this. Planets that have had a huge population growth but have had no combat for a long time may not have increased the size of the PDF or Garrison. Places that routinely see combat or raids may have a HUGE PDF as well as a reinforced garrison for a very small population.

Generate mechs and armor from a RAT or Army Report or any other RANDOM system you choose. Or if you want to insure that the PCs are not overwhelmed, pick representative mechs for the house units.

Remember this is just a guide! You can just make up the garrison to suit the story you fed your players.
They will never know you lied.

Small Garrison- House or Merc troops.
It goes without saying but I’ll say it anyway. If the PC unit is the garrison unit, use that unit!
A merc unit may have widely different sub units. Really they can have almost any troop type or some pretty random platoon organizations. But they will most likely have the most common equipment.
A regular army house unit would be detachments thrown together for a rest or a coherent formation that allows the house to maintain control of the planet.

You can use the table below for a randomly generated House or Merc formation that makes up the garrison. Or you may use the “official” but incomplete unit generation charts, see Hot Spots pg22 or 4th Sec war vol 2 pg98 or Field Manual Merc page 121.
These troops are not the PDF troops. These are house or merc units in addition to those provided by the planetary government. An additional job they have is to insure the loyalty of the population. As for the selection of the actual combat units I use XTOL’s RANDOM ASSIGNMENT & RARITY TABLES. These are very good and need very, very few mods if any for any campaign. The mods I use are listed below.

One Mech Company or roll 1D6 if you want to vary it. Or it may be a single Light or Medium lance if the PC group is small or they suck.
1-2   One Medium Lance
3-4   Two Lances
5-6   One Company

Mech Lance weight roll 1D6 for each lance. Roll or select as needed.
1-3   Light      
4-5   Medium   
6   Heavy   
Mech Lance Composition
This is from the 4th succession war book.
This is great and also works for Armor units.
If there are no types of a weight class available then use the lower or higher as would make sense.
Die Roll D6      Light Lance      Medium Lance      Heavy Lance      Assault Lance
1         4 Light Mechs      1 Lt, 2Med, 1 Hv      1 Med, 3 Hv             1 Med, 1 Hv, 2 Aslt
2-3         3 Lt, 1 Med      4 Medium Mechs              4 Heavy Mechs          2 HV, 2 Aslt
4-5         2 Lt, 2 Med      3 Med, 1 Hv         1 Med, 2 Hv, 1 Aslt          1 Hv, 3 Aslt
6         2 Lt, 1 Med, 1Hv   2 Med, 2 Hv         3 Hv, 1 Aslt             4 Aslt

The most common light lance across the inner sphere consists of a Wasp, Stinger, Locust and a Phoenix Hawk. You may replace any of the light mechs with the most common light mech of the local house. You may replace the Phoenix Hawk with the most common medium recon mech of the house. It may also be replaced with any one of the other 40 ton recon mechs. Examples for the common lights are Commando, Valkrie and Panther. Example of the house recon mediums are Hermes 2, Vindicator, Enforcer. Some other non house specific 40 ton recon mechs are the Clint, Assassin and Vulcan. Or just use what you want.

Armor roll 2D6 or for very small garrisons 1D8.   Armor Weight Roll 1D6 for each platoon type except when there are two battalions. Larger formations roll by the company.
1-3   1 platoon                          1    Light Tracked or Wheeled Platoon
4-5   2 platoons                          2    Light Hover Platoon
6-7   1 companies                  3   Medium Platoon
8-9   2 companies                  4   Medium or Medium Hover Platoon
10-11   1 battalion                  5   Heavy Platoon
12   2 battalions (one light/med and one med/hv/ass)   6   Assault Platoon

Large formations may have homogeneous chassis per platoon.   Weight class is the average for the whole platoon.

Hover and ground based platoons are generated with multiple rolls on the RAT to get the desired motive system. Or for your convenience here is a prototype RAT for Generic Light and Medium hover tanks as well as a Medium LCAF hover tanks. When using XTOL’s RANDOM ASSIGNMENT & RARITY TABLES for Medium Tank Platoons replace the bottom 15 slots of the Vedette with the Whrilwind and the top 25 with the LVT-4. For some reason they are not on it. Add the Plainsman [30] after 3030.

Light Hover                         Medium Hover                                Generic   LCAF
Harasser (Laser) [25]      1-5   Condor Heavy Hover Tank                1-22           1-19
Harasser (LRM) [25]      6-10   Condor Hover Tank (Flamer)        23-25           20-22
Harasser [25]              11-23   Drilson Hover Tank LCAF                0                   23-34
J. Edgar (ICE) [25]      24-26   Drilson Hover Tank (SRM) LCAF        0                   35-36
J. Edgar (Flamer) [25]      27           Maxim Hover Transport                26-67           37-72
J. Edgar (MG) [25]      28           Maxim Hover Transport SRM2        68-73           73-77
Scimitar [35]              29-41   Maxim Hover Transport SRM4        74-79           78-82
J. Edgar [25]              42-49   Whrilwind (Battle Technology)        80-86           83-88
Saladin [35]              50-72   Generic Hover Tank LTV-4                87-100   89-100
Pegasus [35]              73-87         
Saracen [35]             88-100         

Infantry Component
These are based on Foot and Jump as the only two infantry types. I do not use battletech style mech and mot infantry. This is for reasons of sanity. These are professional infantry. The smaller the number they are the more elite they will be. One shot weapons represent hand flamers or light shoulder fired AT and AA weapons. As always you may just select what would be there or what you want.

Infantry roll 1D12 or for very small garrisons 1D8.   The type of transport and training per company or battalion.
1-3    1 platoon                          1   Foot w/ squad APC
4-5   2 platoons                          2   Foot w/ HV APC
6-7   1 company                  3   Foot w/ VTOL
8-9   2 companies                  4   Jump w/ APC
10-11   1 battalion                  5   Jump w/ VTOL
12   2 battalions                  6   Roll again 1D5 but add Anti mech training

Roll 2D6 for weapons per company or battalion.      Roll 1D20 for each support weapon in each Company or
The support weapons are listed per squad.         Battalion.
Infantry having no support weapons is unlikely.      1-2   MG
2-3   Rifle w/ one shot choice               3-5   MG plus one shot ATW
4-5   Rifle w/ 1 support                       6-7   MG plus one shot Choice
6-7   Rifle w/ 2 support                       8-11   SRM
8   Laser w/ one shot choice                  12-13   SRM plus one shot ATW
9-10   Laser w/ 1 support                     14-15   SRM plus one shot Choice
11-12   Laser w/ 2 support               16-18   AMW
                                      19   AMW plus one shot Flamer
                                     20   AMW plus one shot Anti-Air   

Note that infantry weapons have been simplified to ballistic and/or laser rifles as the primary weapons. Support weapons come in three flavors. MGs represent all primary anti-infantry weapons with minimal anti-armor effect. Anti-Mech Weapons (AMW) are the opposite. SRMs are not only the iconic battletech infantry weapon but are moderately effective against both infantry and armored targets. Your MGs may be man portable pulse lasers, your AMWs can be ATGMs or Man Port. PPCs. It is the effect that is calculated not the fluff.
Or you can use the battletech infantry rules.

Extra Airborne Assets on planet.
This is in addition to the units listed above. If the planet should or should not have these units just go with it. These would be under the control the planetary commander. This would be the garrison commander or the local Noble. Some may be wholly owned by the garrison unit.

Air Combat Assets 2D6 6+ to have            Transport Assets (VTOL) 2D6 6+ to have. UA= UnArmed Trans.
As light aerospace fighters are unsuitable for         You may replace with any below. Retcon in my game.
defense they are omitted.
2-4   One flight (4) light conventional fighters         2-4   One flight Ferrets (4)
5-6   One flight (4) medium conventional fighters              5-6   One flight each Ferrets and Warrior/UA
7-8   One flight (4) heavy conventional fighters              7-8   One flight each Ferrets and Karnovs/Garrot
9-10   One lance (2) medium aerospace fighters              9-10   One flight each Ferrets & Warrior/UA & Planetlifters
11-12   One lance (2) heavy aerospace fighters         11-12One flight each Ferrets, Warrior/UA, Karnovs/Garrot                                                                                              a                                                                                                and Planetlifters

Since battletech lore says that there are many locally produced units I have listed all of the 3025 tech VTOLs as well as those that are listed as being available in the third succession war. These may be used to replace the above. They are listed at the bottom. Feel free to use any of these units to represent any of the vast numbers of VTOLs out there. A few have some advanced tech that is easily changed, mostly armor. Some are civilian units could be pressed into service, especially as SAR.

Early Warning Assets 2D6 6+ to have. If the planet should or should not have this just go with it. Ground based radar will be able to see out to a day’s travel in space. Space based radar sees out to two days of travel. This is my opinion YMMV. Radars will mostly be planetary assets. Unless great care is taken by the attacking raiders any dropship will be seen on burn in. This will give one to four hours warning if the radar fails. Important planets will have these radars without the roll.
Scout Ferrets have weapons replaced with fuel and Infantry bay replaced by sensors.
2-4   2 Scout Ferrets and 2 Boomerang
5-6   Ground Based Radar and 2 Boomerang
7-8   Ground Based Radar, 2 Boomerang and 2 Scout Ferrets
9-10   Space & Ground Based Radar, 2 Boomerang and 2 Scout Ferrets
11-12   Space & Ground Based Radar, 2 Boomerang and 2 Scout Ferrets plus jump point detectors

For a Medium Garrison roll twice on all units except for mechs and the Early Warning Assets.

For the size of the Mech Garrison.          For the mech lance type roll on this table.
Roll 1D8 for number of lances            Roll 1D8 for each lance.
1-2   1 company               1-2   Light Lance
3-4   4 lances                       3-5   Medium Lance
6-7   5 lances                       6-7   Heavy Lance
8   2 companies               8   Assault Lance

For a large garrison you can double medium garrison mechs (roll twice) and triple all other assets except for early warning assets.
Remember that you must first pass the 2D6 roll to gain each extra air asset. Unless it makes sense for the asset to be there.


Which AFVs to use? Check this list. All but three are official vehicles.
Anywhere= Use these most anywhere.
The 20 ton truck is an upgraded flat bed truck. The Puma is above. All else can be found on Sarna.
.5 ton Pintel Heavy Combat ATV (made to represent something built in a workshop) Has an infantry support weapon.
.75 ton Outrider (technical – MFG on Tortuga Prime, sold to anyone, can be made anywhere)
1.5 ton Bulldog Medium Truck 3000kg wt 1617kg cargo two seats. A bigger technical.
8 ton Puma wheeled AC w/MG Recon (used in my random garrison chart)
10 ton Generic scout hover med laser
20 ton Heavy Transport B1
20 ton Heavy Truck 10 ton box. 1 ton extra storage
20 ton Hunter Assault Tank wheeled PPC in turret 130 fusion engine 5 ton armor 8/12 movement
25 ton Harasser
25 ton JEdgar
25 ton Scorpion everywhere, there everywhere!
30 ton Sherpa Armored Truck 7t cargo
35 ton Striker Light Tank wheeled
35 ton Hunter lt support tank, Lyran, Tauraian and Outworlds made.-- sold all over
35 ton Pegasus
35 ton Plainsman (Medium Hover Tank)(3030 Dragoon made)
40 ton Hetzer
40 ton Light SRM carrier wheeled (retconed because the full size one is too dangerous)
45 ton Goblin Med tank/APC
45 ton Whirlwind 2 AC2 3 squad capacity
50 ton Light SRM carrier tracked (retconed as above plus there should be a tracked version)
50 ton Burro heavy wheeled transport 3/5 - 13ton cargo? Sealed and fusion
50 Ton Vedette everywhere, like t-34s or shermans in ww2
50 ton LTV-4 Hover Tank PPC SRM4 in turret, 115 ice engine, 5.5 ton armor speed 7/11movement
50 ton Condor heavy hover tank mostly Davion Laio
55 ton Thor Artillery Vehicle (Thumper)
55 ton Ballista SPA (Sniper)
55 ton Mobile Long Tom Cannon
55 ton Prowler IDK a massive IFV? Hostile environment vehicle. 
60 ton Bulldog Tank LL 2SRM4
60 ton AC2 carrier
60 ton Manticore
60 ton LRM/SRM carrier
75 ton Merkava MK. VIII AC5/LRM15
75 ton Von Lunker 65N      100 model is davion and 70 is Kurita
80 ton Demolisher
80 ton Schrek PPC carrier Cap Com mostly
95 ton Puma heavy support tank
100 ton Behemoth

Somewhere= These are mostly only used in the listed areas.
30 ton Galleon lt tank Kurita and Marik
35 ton Saracen and Scimitar, the Saladin are made in Kurita
35 ton Hunter lt. support tank, Lyran, Tauraian Outworlds made--sold all over
45 ton Predator an AC20 TD Capellan
50 ton KRV-2 Korvin Capellan Confederation 2430 to 2612
50 ton Turhan 2500 to apx 2800 used mostly by comstar.
50 ton Sabaku Kaze hover scout tank Kurita 2695 to 2883. May be in some garrison.
55 ton Tiger T-12  AC10 Davion garrison mostly
60 ton Laser Carrier 2784 production 8 forward firing med laser, low armor, ice engine. Old garrison only.
60 ton Marsden II, Marsden II-A (AC10) Lyran garrison only
60 ton Po heavy tank   Capellan Confederation
65 ton Axel Mk 1/2 Free Rasalhague Republic = Rommel/Patton knock off
65 ton Rommel/Patton. The Lyran luxury tank.
70 ton Gallant. Only in caches. Rare FWL milita
75 ton Von Lunker 65N      100 model is davion and 70 is Kurita
75 ton Brutus in Capellan Confederation 2998 production start
75 ton Zhukov Capellan Confederation and FWL
80 ton Schrek PPC carrier Cap Com mostly
80 ton Partisan AA tank 4 AC5 Fed Suns and Marik
85 ton SturmFeur LRM support Lyran
95 ton Ontos Marik

Again here are the VTOLs that are 3025 tech or listed as available.
Ferret 5t
Sky Eye News Helo 5t
SOAR 15t
Martin 15t
Sky Eye 20t
Warrior 21t
Kestrel 25t
Cavalry 25t
St. Christopher C1+C2 25t
Swiftran 25t
Cobra 30t
Lamprey 30t
Crane 30t
Peregrine 30t
Ripper 30t
Garrot 30t
Karnov 30t
Strike Falcon 30t (Old)
Pegasus 30t
Bishop 45t
Peacekeeper 50t
Baronet 50t
Tonbo 56t (TRO 3085)
Tireme 60t (TRO 3085 sup)
As for the Tonbo I recommend not using it like a space Glomar Explorer. It looks so unrealistic that it wouldn’t even be allowed in an anime. Instead I treat it as a heavy lift helo with massive structural reinforcement. Using a crew of ten riggers the mech or tank can be slung in ten minutes and flown away.

This is a list of the available Aero assets by weight. Randomize the selection for mercenary and garrison formations and select the house made units for house formations. There are more that are unknown to me but this should work.
AEROSPACE FIGHTERS
Light Fighters
Seydlitz         20
Swift                 25
Cheetah              25
Thrush         25
Spad         30
Sparrowhawk      30
Sholagar              35
Zero                 35
Medium Fighters
Rogue         40
Corsair         50
Samurai              50
Transit         50
Stingray              60
Ironsides              65
Lucifer         65
Shilone         65
Heavy Fighters
Transgressor      75
Slayer          80
Rapier         85
Ahab         90
Chippewa               90
Reiver         100
Stuka         100
Obsolete garrison only
Hammerhead      75   SLDF
Mustang              80   Davion
Centurion              30
Large Transports
ST-46 Shuttle
S-7A Class Bus
Mark VII Landing Craft
KR-61 Long-Range Shuttle
K-1 Drop Shuttle


Enjoy
If I missed a good 3000-3025 unit that you think should be listed please post to let me know.

Hamilcar Barca

Daryk

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Re: PDF and Garrisons for any planet
« Reply #3 on: 23 January 2023, 04:38:26 »
Thanks for sharing!  I'll take a look after work tonight...  :thumbsup:

ANS Kamas P81

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Re: PDF and Garrisons for any planet
« Reply #4 on: 23 January 2023, 23:38:18 »
That's a detailed read that really gets into the weeds for the Tail portion and lists out just what kinds of stuff is hiding in Battletech's TOEs that gloss over all that.  I hold to the estimate that the tooth to tail ratio for BattleTech is 10:1, where what would be a "regiment" of infantry - 27 infantry platoons on the gameboard - is actually something on the order of a 7,000 personnel formation, with all the support troops added in.  You go a long way into describing just what all that support factors out to be, and that's a cool read.

idea weenie

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Re: PDF and Garrisons for any planet
« Reply #5 on: 24 January 2023, 03:03:59 »
Very nice article put together here.  The only tweak I'd make is converting as much as possible to nD6 instead of 1d8, 1d12, or 1d20

For example the Armor Roll is listed as 1d8 or 2d6.  Instead change to 1d6+1, so the range is 1 platoon to 1 company in size.

Similarly, under the Infantry Component, it would be 2d6 for the large garrison, or 1d6+1 for the small garrison

For the 1d20 Support weapon, how about rolling D6/D6, where for example 1/1 through 1/3 would be Machine Guns (instead of the current where 1-2 are Machine Guns)

For the size of the Mech Garrison, instead of 1d8 it would be 1d6/2 (FRU)+2 for the number of Lances, and if you roll a '6' roll again only once.  (you also need to add an option for '5').  You divide by 2 both times.  So rolling a 3 initially means you get  means you get a total of 4 Lances (3/2 = 1.5, FRU -> 2, +2 = 4).  If you had rolled a 6, you would have 5 Lances and get to roll the D6 again.  If you get a '6' again you divide it by 2, for a total of 8 Lances.  This is the only re-roll to avoid someone getting really lucky and rolling '6' after '6'.

For Mech Lance type it would be 1d6+1, but if you roll a 6 roll again.  If you roll 5+ replace a Heavy Lance with an Assault Lance.


Lots of good information here.

Daryk

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Re: PDF and Garrisons for any planet
« Reply #6 on: 24 January 2023, 04:17:44 »
I got home way too late last night, but I have hope tonight will be different...

Daryk

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Re: PDF and Garrisons for any planet
« Reply #7 on: 24 January 2023, 20:22:42 »
I got home slightly earlier tonight, and made it through the first post, but am fading hard.  Nice work, but please do a global replace of "personnel" for "personal"...  8)

DOC_Agren

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Re: PDF and Garrisons for any planet
« Reply #8 on: 25 January 2023, 19:42:47 »
Very interesting, will be in my read list but I have more SNOW coming in tonight
"For the Angel of Death spread his wings on the blast, And breathed in the face of the foe as he passed:And the eyes of the sleepers waxed deadly and chill, And their hearts but once heaved, and for ever grew still!"

Daryk

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Re: PDF and Garrisons for any planet
« Reply #9 on: 25 January 2023, 19:57:09 »
I got home marginally earlier tonight, but the forum was a little busy... it might be the weekend until I can respond fully...  :-\

Daryk

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Re: PDF and Garrisons for any planet
« Reply #10 on: 28 January 2023, 14:23:58 »
Whew!  Finally had time to get through it... excellent work!  :thumbsup:

A few notes:
1) Somewhere in the last few printings of Tech Manual, the Taurians were acknowledged to exist, and you can now fit 10 foot infantry into a 1-ton bay/compartment.  ^-^

2) For your Panzergrenadiers, I recommend checking out the Machine Gun variant of the Goblin.  With one of those and three other Goblin variants, you can fit TWO platoons into a lance.  In my Glenmora Planetary Militia thread, I called those "Mechanized Infantry Companies".  8)

3) +1 for Xotl's RATs!  They are indeed awesome.  :thumbsup:

4) While I like your mobilization timeline, I think it's a bit optimistic, especially for the militia/support forces.  Units in anything resembling "garrison" status will take days to weeks to mobilize.  :-\

5) For your scout forces, don't forget Recon Cameras and Remote Sensor Dispensers (and the Communications Equipment to actually use the latter).  They're all available from Pre-Spaceflight, and just require advanced rules to use.  Mast Mounts for the Ferrets too!   >:D

6) A good use for those Mark VII Landing Craft is to load them with Field Artillery.  It gives them one heck of a "scoot"... :)

7) I think you may find a number of interesting things in the link in my signature block, to include Scarborough Ltd's 3020 catalog... ;)

Hamilcar Barca

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Re: PDF and Garrisons for any planet
« Reply #11 on: 06 February 2023, 00:24:30 »
To be honest I thought I would catch "Heck" for the Planetville Principle. That and the Non Combat Support Formations. Oh well so much for my predictions. Also remember that wheeled transport can carry twice it's off road capacity on good roads. The ability for wheeled scouts to sneak up on enemy or PC forces is a real thing. Parking the APC around the corner and walking to within one or two hundred yards of a major base without being spotted is priceless. Those two scouts in a pickup can get even closer.

Idea Weenie, I live in a world where people carry a set of dice in their purse or car just in case a RPG game spontaneously breaks out around them. I am confident that anyone playing Btech has the dice. If not they can now buy them or use playing card like we did in the 1970s.

Daryk, I missed the Taurian update. It stills seems to me that one ton is cutting it close for seven troopers let alone ten. As for the Goblin I was trying to keep it as simple as possible. I am dumping a whole lot of info on people who don't read military history and technical manuals. The Grognards know about the variants. The Reserve Militia are just guys showing up after work. Police and firefighters mostly but there will be local civilian officials too. These are not combat troops but people who are there for civil defense and POW duties. As I stated you can delay these troops to suit your game.
The recon cameras and sensors as well as the MKVII are for the more experienced players. My OPFOR and players routinely use traffic cams as well as the two gals in a pickup truck.
I do think that the MKVII is wonderful. My old unit had three and we used them to deploy three 55 ton jumpers and a company of jump infantry behind the lines of the enemy. Worked great. I really liked the visual of a disposable wood sled sliding out of the MKVII with a mech and a platoon of jump troops riding it out a la the "Wild Geese".

I am working on writing down some RPG adventure hook ideas that I have used over the years. When I finish it will go in the RPG section.

Hamilcar Barca >:D

Daryk

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Re: PDF and Garrisons for any planet
« Reply #12 on: 06 February 2023, 04:19:23 »
That's certainly one way to deliver a 'mech!  :D

I think Goblins are pretty simple, but then again, I'm a grognard...  ::)

DOC_Agren

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Re: PDF and Garrisons for any planet
« Reply #13 on: 07 February 2023, 13:28:19 »
Idea Weenie, I live in a world where people carry a set of dice in their purse or car just in case a RPG game spontaneously breaks out around them. I am confident that anyone playing Btech has the dice. If not they can now buy them or use playing card like we did in the 1970s.

Hamilcar Barca >:D
I don't know what you mean  8) there is a backpack in each of the family cars with basic gaming needs, just incase..  better dice and stuff in my computer bag with the lap top...

As for the the timeline for getting people/unit operational..  I think you are way to quick if I read this as not "full time troops".  I think assembling anything from reserve status, is going to take longer unless you are willing to deploy in "parts".

0 hour is when Close Orbit and Aerospace Control Command - tracks incoming hostile/unknown forces
The Governor's Personal Guard, 1 to 2 hours, not a problem
The Active Aerospace unit that was "Alert Force" should be ready in the 1 to 2 hours, to launch missions to intercept incoming/play defense roll.
Fulltime Ground Forces, "Alert Forces" should be ready to roll out in 2 to 6 hours to preplanned defense spots.
Remaining Aerospace/Conventional Units that are Full Time units, should be ready to move to "alternative" operational fields in 4 to 10 hours.
Remaining Fulltime Ground Forces, begin moving to assemble point to aid in defense operations in 12 to 24 hours
Between 6 to 24 hours, more depending on type of Security Forces, are you talking "modern local cops, a setup the Texas Rangers of old or KGB style forces, are ready to "secure" area under their control

Reserve Forces 24 to 36 hours start assembling primary combat commands, and and rolling them to preplanned defense assemble sites
Fulltime Ground Forces 24 to 36 hours, looking at landing forces targets and start moving to counter them.   Using the Reserve Forces to hold the preplanned defense assemble sites.
Reserve Aerospace/Conventional Units[/color] 24 to 36 hours start assembling combat commands at their preplanned reserve fields.
Reserve Security Forces, 18 to 36 hours start assembling to support full time forces

Reserve Forces 36 to 72 hours start assembling secondary combat commands, and and moving them to preplanned defense sites

Militia Forces 48 to 72 hours start assembling combat commands
60 to 96 hours militia forces deploy in their local areas.
Add 24 hours for any militia vehicle forces to deploy.

Yep someone jumping in at a pirate point will be down, raiding, and gone before most forces are ready to deploy against them.
"For the Angel of Death spread his wings on the blast, And breathed in the face of the foe as he passed:And the eyes of the sleepers waxed deadly and chill, And their hearts but once heaved, and for ever grew still!"

Daryk

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Re: PDF and Garrisons for any planet
« Reply #14 on: 07 February 2023, 19:26:36 »
That looks a bit more reasonable, yes...  8)

Hamilcar Barca

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Re: PDF and Garrisons for any planet
« Reply #15 on: 08 February 2023, 23:56:17 »
I do think that the timeline is quite doable. It is based on historical rates of deployment in Europe and the Americas. This timeline has the planet in a defensive or reactionary stance for the first 24 hours. After that the units will switch to counter attack. The timeline is also for partial deployment of the regiments. I can’t imagine any commander telling troops ready to fight to wait because the last company is still getting ready. That’s why I have several sections where one battalion and a couple of companies become available to the defending forces.
Also there could be the random privately owned mechs showing up from time to time. How fast they show up is a function of the state of repair and the sobriety of the pilot.
But enough of that lets compare the two timelines and see where the differences are.
0 hour is when Close Orbit and Aerospace Control Command - tracks incoming hostile/unknown forces
The Governor's Personal Guard, 1 to 2 hours, not a problem
1 to 2 hours is for the House Garrison. I would rate the “Governor’s Personal Guard” to be available at 1 to 6 hours. You never know how fast these guys will be ready. They also may not be a governor or they may be off planet. The House Garrison is the merc or house units assigned to the planet. Even if the Governor hired them they still would be ready. Part of their job is to insure loyalty and protect the local government.
The Active Aerospace unit that was "Alert Force" should be ready in the 1 to 2 hours, to launch missions to intercept incoming/play defense roll.
US Air Force Reserve units will be ready in 1 to 2 hours. The air force itself will have a third of the fighters in the air in 15 to 30 minutes. The fighter forces at March Reserve Field by my home will have one flight (4) ready to fly in 30 minutes or less. I know, I asked them. House or Merc aerospace will be ready just as fast or faster.
Fulltime Ground Forces, "Alert Forces" should be ready to roll out in 2 to 6 hours to preplanned defense spots.
This is the same as what I have. Also note that the “Battalion” could also be the command units of all three battalions plus one Line Company each. This is a GM decision. The deployment plan would be based on need.
Remaining Aerospace/Conventional Units that are Full Time units, should be ready to move to "alternative" operational fields in 4 to 10 hours.
Why would they move to “alternative” fields unless there was a threat to their normal bases? If there is some threat that would be active upon detection of the enemy then I could see this. I normally envisage them being based at the spaceport or the local major airport. You do not move from your primary base until after it has come under attack. That is where you best anti-air defense is going to be. See the Battle of Britain, Falklands War or the first Gulf War (not us).
Remaining Fulltime Ground Forces, begin moving to assemble point to aid in defense operations in 12 to 24 hours
Almost the same as what I have. I just placed a second battalion in your missing 6 to 12 hours slot.
Between 6 to 24 hours, more depending on type of Security Forces, are you talking "modern local cops, a setup the Texas Rangers of old or KGB style forces, are ready to "secure" area under their control
I did not use the generic term “Security Forces”. There is a reason that I named the three regiments PDF, Militia and Reserve Militia. Each has a separate portfolio and the PDF and Militia only merge into a unified command in the 72 to 96 hour section. After they both have been fully deployed.
Reserve Forces 24 to 36 hours start assembling primary combat commands, and and rolling them to preplanned defense assemble sites
The Militia Regiment for the most part will deploy in the 24 to 48 hour slot. Stragglers will flow in to the units in the next 24 hours.
Fulltime Ground Forces 24 to 36 hours, looking at landing forces targets and start moving to counter them.   Using the Reserve Forces to hold the preplanned defense assemble sites.
This is just as I have written. I just extended the deployment plan by an additional 12 hours.
Reserve Aerospace/Conventional Units[/color] 24 to 36 hours start assembling combat commands at their preplanned reserve fields.
If this is the Militia we both have them deployed above if these are the Reserve Militia this is much too early. If you mean the command elements of the Reserve Militia getting ready for the troops to come in then this is about right. The troops will take some time to assemble but remember there will be scout recon teams ready to go within an hour. Each company will have two people in a pickup or SUV ready and eager to go. They will sometimes be too eager, this could be used by GMs.
Reserve Security Forces, 18 to 36 hours start assembling to support full time forces
Again if this is the Militia it is it matches my timeline. If this is the Reserve Militia see immediately above.
Reserve Forces 36 to 72 hours start assembling secondary combat commands, and moving them to preplanned defense sites
Militia Forces 48 to 72 hours start assembling combat commands
60 to 96 hours militia forces deploy in their local areas.
Add 24 hours for any militia vehicle forces to deploy.
This matches my timeline except ground transport units will be able to deploy with the first units. AFVs of any kind will need to wait for their crews. These troops will be some of the first to the base as they know that are the backbone of the defense. Even predeployed tanks and APCs in Europe only take 6 to 12 hours for their crews to bring them to operational status once the troops are flown over from the USA. These AFVs will not be in such deep long term storage.

Over all this is a faster timeline than the one I proposed, however as I wrote YMMV. If you like yours better, by all means use it. Mine was just an outline that could be used by a newbie or for folks like you build your own timeline off of. My intention was to remove the need for someone to have to do the research and force building. What I want is for someone to have more game time because they read this!
Sorry for the short rant but this is the only reason I signed up on this forum. Our job as old timers is to pass on the knowledge to the next generation. This is especially true since ours was won at the cost of basic research. I remember a time when we were unable to answer a question without going to the local library. And if they didn’t have the book you were SOL. There is a reason that most Grognards have such an extensive library.

Oh and if any of you have a question about military procedures or what would so and so unit do in this situation, ASK AN OLD GUY. There are Historical Miniature Game Society chapters all over the USA. Each member has the equivalent knowledge of a bachelor’s degree in some aspect of military history. Many have much more knowledge than that. Find them they can always fit you into a game.
And they all love to talk. My god do we love to talk but if you listen long enough we may even lend you a book or two.

Look a free add for the HMGS! No really just go to almost any game convention and the miniatures section will have a connection to a local HMGS chapter or another historical game club. These clubs will have some players of Btech going way back.
Heck every so often you will find a HMGS booth on the deck of the USS Iowa where we explain to the public not just the facts about the ship but the why it was built that way in the first place. Last time I was there I picked up an impromptu tour group when some 20 something’s asked why I was taking pictures of such odd stuff.

I really enjoy this discourse it gets me over the wait until the next monthly HMGS meeting. 8)

Hamilcar Barca

Daryk

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Re: PDF and Garrisons for any planet
« Reply #16 on: 09 February 2023, 04:38:28 »
Your local Air Force Reserve unit maintains an alert 15 posture?  Color me skeptical...

Hamilcar Barca

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Re: PDF and Garrisons for any planet
« Reply #17 on: 09 February 2023, 21:13:49 »
Daryk,

So was I, but while talking with them I fount out that all twenty pilots live within three miles. It's a quirk of where we live. The four on call pilots are not the delaying factor. It's the time to prep the planes. This is not normal but it shows that if it can be done here it could be done elsewhere. The thing that Btech has going for it is the Planetville Principle.

But enough of this! I want to know is why didn't my last post have color? I copied the post added my section in red and re pasted it to the forum. It was all in color, beautiful. But No, Poof! No color!  :'( All gone, what the heck did I do wrong? ???

Hamilcar Barca

DOC_Agren

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Re: PDF and Garrisons for any planet
« Reply #18 on: 09 February 2023, 22:59:02 »
I will try to answer your points to mine, but without your bright red color, I might miss something.
Governor's Personal Guard = House Garrison Unit.  (same unit just different names)
Now yes it could be slower deployed but then again kinda like the scene from 'Sicario' where they ask Josh Brolin character will he be sober by the time they get there, if not there a bottle in Mech.  :thumbsup: 
But enough of that lets compare the two timelines and see where the differences are.
The Active Aerospace unit that was "Alert Force" should be ready in the 1 to 2 hours, to launch missions to intercept incoming/play defense roll.
US Air Force Reserve units will be ready in 1 to 2 hours. The air force itself will have a third of the fighters in the air in 15 to 30 minutes. The fighter forces at March Reserve Field by my home will have one flight (4) ready to fly in 30 minutes or less. I know, I asked them. House or Merc aerospace will be ready just as fast or faster.
But unless the "raiders" are coming in at a pirate point, 1 to 2 hours enough time, and to some forces, 2 Aerospace Fighter is all they have you still could have to get them back to base/sober/and in the fighter.
Fulltime Ground Forces, "Alert Forces" should be ready to roll out in 2 to 6 hours to preplanned defense spots.
This is the same as what I have. Also note that the “Battalion” could also be the command units of all three battalions plus one Line Company each. This is a GM decision. The deployment plan would be based on need.
Agreed we are on the same page here
Remaining Aerospace/Conventional Units that are Full Time units, should be ready to move to "alternative" operational fields in 4 to 10 hours.
Why would they move to “alternative” fields unless there was a threat to their normal bases? If there is some threat that would be active upon detection of the enemy then I could see this. I normally envisage them being based at the spaceport or the local major airport. You do not move from your primary base until after it has come under attack. That is where you best anti-air defense is going to be. See the Battle of Britain, Falklands War or the first Gulf War (not us).
Move to Alternative Airfield, is because most of what I expect the PDF to have are Conventionals, and scattering them, allows them to survive.  Hopefully the unknown, only has 2 Fighters to swat friendly aircraft like Striking Cobra Light Attack and Recon Aircraft, but if I am parked in Farmer Bob Barn, or under highway bridges, I am harder to detect.
Remaining Fulltime Ground Forces, begin moving to assemble point to aid in defense operations in 12 to 24 hours
Almost the same as what I have. I just placed a second battalion in your missing 6 to 12 hours slot.
Agreed
Between 6 to 24 hours, more depending on type of Security Forces, are you talking "modern local cops, a setup the Texas Rangers of old or KGB style forces, are ready to "secure" area under their control
I did not use the generic term “Security Forces”. There is a reason that I named the three regiments PDF, Militia and Reserve Militia. Each has a separate portfolio and the PDF and Militia only merge into a unified command in the 72 to 96 hour section. After they both have been fully deployed. While I don't really expect my Security Force to be "effective" against invader, they might end up having to hold their own against "Pirate raider infantry" looting what they can.
Reserve Forces 24 to 36 hours start assembling primary combat commands, and and rolling them to preplanned defense assemble sites
The Militia Regiment for the most part will deploy in the 24 to 48 hour slot. Stragglers will flow in to the units in the next 24 hours.
Fulltime Ground Forces 24 to 36 hours, looking at landing forces targets and start moving to counter them.   Using the Reserve Forces to hold the preplanned defense assemble sites.
This is just as I have written. I just extended the deployment plan by an additional 12 hours.We are close
Reserve Aerospace/Conventional Units[/color] 24 to 36 hours start assembling combat commands at their preplanned reserve fields.
If this is the Militia we both have them deployed above if these are the Reserve Militia this is much too early. If you mean the command elements of the Reserve Militia getting ready for the troops to come in then this is about right. The troops will take some time to assemble but remember there will be scout recon teams ready to go within an hour. Each company will have two people in a pickup or SUV ready and eager to go. They will sometimes be too eager, this could be used by GMs.
Nope those are my Cropdusters Pilots, my Cargo/Passenger Pilots, I honestly doubt that there are any Aerospace Fighters here, but then there old Russell Casse who rebulit his old Sabre at this own cropdusting field
Reserve Security Forces, 18 to 36 hours start assembling to support full time forces
Again if this is the Militia it is it matches my timeline. If this is the Reserve Militia see immediately above.
Nope that is my "retired" and Reserve Law Enforcement types being called up, I give them a edge on call up, because they been on call to handly crisis for the government
Reserve Forces 36 to 72 hours start assembling secondary combat commands, and moving them to preplanned defense sites
Militia Forces 48 to 72 hours start assembling combat commands
60 to 96 hours militia forces deploy in their local areas.
Add 24 hours for any militia vehicle forces to deploy.
This matches my timeline except ground transport units will be able to deploy with the first units. AFVs of any kind will need to wait for their crews. These troops will be some of the first to the base as they know that are the backbone of the defense. Even predeployed tanks and APCs in Europe only take 6 to 12 hours for their crews to bring them to operational status once the troops are flown over from the USA. These AFVs will not be in such deep long term storage.
And yes the recon assets will be out 1st..  Hell they might beat the Regulars into the field.
There is a reason that most Grognards have such an extensive library.
:thumbsup:  Yes Yes we do

I really enjoy this discourse it gets me over the wait until the next monthly HMGS meeting. 8)

Hamilcar Barca
I have enjoyed this too

Part of what my thought come from, you are showing an "Unified Command Structure" where as I am looking at this from the POV of Duke Leonard Beissel of the planet Saravan, LC POST HERE.  Who because he worried about Securing his powerbase, has broken down his "Forces".  This works well until the 1st big Raid when conflicting orders from different bosses end up helping the raiders they should have stopped.


Daryk,

So was I, but while talking with them I fount out that all twenty pilots live within three miles. It's a quirk of where we live. The four on call pilots are not the delaying factor. It's the time to prep the planes. This is not normal but it shows that if it can be done here it could be done elsewhere. The thing that Btech has going for it is the Planetville Principle.
Interesting

But enough of this! I want to know is why didn't my last post have color? I copied the post added my section in red and re pasted it to the forum. It was all in color, beautiful. But No, Poof! No color!  :'( All gone, what the heck did I do wrong? ???
What you did wrong was the missing the following[color=removered] [/color] 8)hope that helps
"For the Angel of Death spread his wings on the blast, And breathed in the face of the foe as he passed:And the eyes of the sleepers waxed deadly and chill, And their hearts but once heaved, and for ever grew still!"

Daryk

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Re: PDF and Garrisons for any planet
« Reply #19 on: 10 February 2023, 04:21:52 »
DOC has it right regarding the tags.  It's why SMF has a "preview" function.

idea weenie

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Re: PDF and Garrisons for any planet
« Reply #20 on: 10 February 2023, 07:47:22 »
DOC has it right regarding the tags.  It's why SMF has a "preview" function.

If anyone ever looked up my server-side history on the forum here, they'd see my ratio of "Preview" vs " Post" is easily 4:1 or higher.  And I still have mistakes that I spot afterwards.

But enough of this! I want to know is why didn't my last post have color? I copied the post added my section in red and re pasted it to the forum. It was all in color, beautiful. But No, Poof! No color!  :'( All gone, what the heck did I do wrong? ???

Hamilcar Barca

Your copy-paste might have only grabbed the text, rather than the formatting as well.

For this my stunt is to use "Show WYSIWYG editor on post page by default" as on.  This allows me to see all of the background improvements that are going on for a page, so if I need to adjust something I can do it directly instead of trying to use an up-front editor.  It does take a little more work, but it allows me to perform a multi-part quote rather nicely, as long as I remember to do a Preview on the result.

ImperialistDog

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Re: PDF and Garrisons for any planet
« Reply #21 on: 18 August 2024, 16:55:48 »
Regarding battletech and infantry transportation.  They are stacking them up like cordwood but not more than you can physically fit.  Just more than you can quickly load or unload, unless your transport vehicles are quite large for their mass.  You could adjust load and unload times when loading more than two squads per ton of infantry space.  I have personally loaded 53 soldiers with rifle, full LBE and ruck into the back of a 350 dually with a 9ft dump body.  But it literally involved packing everybody in standing like sardines.  Whereas on the other side the old LVTP5 could easily fit an entire platoon with full gear and it didn't even come close to filling up.  At times we loaded a full infantry company into a single LVTP5 and they were absolutely packed but it would fit.

 

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