Author Topic: Revising an Infantry unit  (Read 2113 times)

Colt Ward

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Revising an Infantry unit
« on: 05 July 2012, 19:37:56 »
My forces managed to find their way into a urban brawl, and I am taking a few knocks since most of my force is set up for direct fire anti-mech/vehicle weapons.  Most of my LRM firepower is in a lance of LRM carriers, which was fine until now because they were ambush units.  Then someone ambushed my while my aero and artillery support were tasked out.  Its a good thing he did not have his infantry deployed on the battlefield, instead spreading them in fire teams through out the city for LP/OPs.

Since I fight almost exclusively through double blind, I am thinking my mercs are going to learn something as I do . . . a single infantry company (1 jump PLT, 2 foot PLT) supported by a BA platoon (I use 6 suits for a squad) and an engineering platoon . . . just will not get it done in those environments.  And say what you will about not having to fight in them, sometimes it does happen.

So now I am thinking of reorganizing my infantry- which I had already planned to expand through rebel militia recruits (which means I can pick combat survivors I trained in the first place) from the current contract.  I already was planning to expand it to a battalion . . . but I think I am going to organize it a bit differently.

According to some of the tactical discussions I have seen in books, a 3 sub-unit command works well for manuever.  You have a 2 sub-unit front with a single sub-unit in reserve (forming a triangle of sorts) for when you make contact.  The reserve sub-unit can either move around the two unit line to flank or can exploit any openings the two forward units make for a breakthrough and roll up.  My understanding is due to geography, such a unit structure is not good for security/COIN operations which works better with even number of sub-units and multiples of 4 being the best.  For example company of 4 platoons divides territory into the four quadrants which keeps the elements response time relatively the same through out the quadrant, say compared to a 3 sub-unit command trying to divide up a triangle which will have bad response times at the point/edges and allows someone to nip in to cut off an area easier.  Expand that security zone into a battalion sized area that again divides it between four companies like the companies divide between platoons.

To add to this, infantry are not the primary striking force in BattleTech like they are in IRL . . . so having them organized for manuever warfare is not as important IMO.  In support of a 3 sub-unit mech advance, a 4 sub-unit infantry command would actually work better IMO . . . 2 to the front, one to the rearguard and the 4th being in the center of the triangle in reserve.

With this in mind . . . I am thinking about going to 10 man squads (fluff-wise 2 4 man fire sections with a 2 man heavy weapons team) which gives me 4 squad platoons with a command section of 4 men- total of 44 men in a platoon.  Each company would be 4 platoon (3 rifle, 1 heavy weapons)companies with a command squad of 10 men (CO, XO, 1SG, Supply NCO, 2 Radiomen, medic, FO/FAC, ?) for a total of 186 men on paper in a full strength company.  My infantry battalion would have 4 line companies with a reinforced command platoon (5 squads total) for 794 men in the battalion if it was at full strength.  The infantry battalion would be part of the merc combined arms regiment's Infantry Command which would include a Engineer Company (44 Engineers with equipment), Artillery (Towed) Battery (12 guns, 6 Sniper, 6 Thumper), and the Battle Armor Company (4 platoons of 24 suits & a command squad of 6, plus their tech support).

Which is paper strength goals . . . heck, right now I am lucky to have 18 suits before most of a squad was wiped out by LRM fire.  Same with the Arty Batt, a few captured Snipers & Thumpers.

I realize the platoons will be considered overstrength- I do not mind since they are rarely likely to BE at full strength due to losses, illness and recruiting.

Feedback?
Colt Ward
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Fireangel

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Re: Revising an Infantry unit
« Reply #1 on: 06 July 2012, 08:46:15 »
Generally I prefer smaller squad sizes over the sheer power of 10-trooper squads.

I don't know if you've seen my Infantry 101 article or its 102 derivatives. USMC or USAR Striker Company might give you some ideas.

beyond.wudge

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Re: Revising an Infantry unit
« Reply #2 on: 06 July 2012, 10:44:04 »
Why split into squads? Why not fight as platoons?

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Re: Revising an Infantry unit
« Reply #3 on: 06 July 2012, 10:47:43 »
Some people prefer the flexibility and ground coverage you can get when you split into squads, to say nothing of the improved defenses. I'm a platoon guy myself(mostly for ease of play), but I see where they're coming from.
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beyond.wudge

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Re: Revising an Infantry unit
« Reply #4 on: 06 July 2012, 11:30:16 »
Some people prefer the flexibility and ground coverage you can get when you split into squads, to say nothing of the improved defenses. I'm a platoon guy myself(mostly for ease of play), but I see where they're coming from.

Improved defences?

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Re: Revising an Infantry unit
« Reply #5 on: 06 July 2012, 11:31:56 »
Like battlesuits, there is a +1 to hit infantry squads because you have so few people-sized targets spread across an entire hex. Infantry deployed in platoons do not get this bonus.
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Fireangel

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Re: Revising an Infantry unit
« Reply #6 on: 06 July 2012, 15:04:14 »
Like battlesuits, there is a +1 to hit infantry squads because you have so few people-sized targets spread across an entire hex. Infantry deployed in platoons do not get this bonus.

And even if your squad gets hit by twelve flamers rolling damage with loaded dice the most damage the platoon will take is the squad itself; the rest of the platoon is safe.

Why split into squads? Why not fight as platoons?

Defense is one issue. Another is transportability (just one ton per foot squad, 1.5 jump squad or 2 motorized squad) in light, fast APC's or other vehicles.

Also tactical flexibility. When facing enemy combined arms, a full platoon in one hex is simply not flexible enough.

If you check out the USMC article I cite above, you'll see that you can build BT-terminology platoons that are actually "squads" of "platoons" that are actually BT-terminology companies of several platoons each.

Colt Ward

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Re: Revising an Infantry unit
« Reply #7 on: 06 July 2012, 20:08:29 »
Oh, I was not saying I would always deploy them as 10 man squads, just that was the organizational level which also determines how many NCOs are needed . . . especially when you consider that some platoons will be lead by platoon sergeants when platoon leaders (damn butterbars) get themselves shot up.  Also, while we generally do not reflect units being understrength in our battletech games, an infantry unit is more likely to have missing files due to injuries, sickness, schools or casualties than armor, mechs or aero . . . just a numbers based thing.
Colt Ward
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Fireangel

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Re: Revising an Infantry unit
« Reply #8 on: 07 July 2012, 14:00:03 »
The issue is that infantry units need to train as cohesive units. If you are going by the number of NCO's that remain, then it does make sense to build squads around them, then, based on the officers that remain, form the platoons around that.

This can be done either "straight" (as described in TM with the proper terminology) or with alternate terminology (such as mentioned in the USMC article; fire team = TM squad, squad = TM platoon, etc...).

Note that you don't have to build actual platoons under this option; Since these are mercenary units, actual ranks are not as important in a standing army, so you could build a number of "independent squads" of various capabilities plus a "command squad", to be parceled out as mission needs dictate.


Colt Ward

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Re: Revising an Infantry unit
« Reply #9 on: 07 July 2012, 16:11:38 »
I think you misunderstood . . . what I meant was sometimes they would be grouped as 44 man platoons and sometimes (like urban settings) divided out to 10 man squad with likely the heavy weapons platoon getting the command section for a 14 man squad.

And I know about the training together.  Studies exist which show that adding troops does not equate to adding combat strength . . . IE, 2 soldiers + 2 soldiers does not = 4 for combat effectiveness, something more like 3.7 or 3.6 IF they have not worked together before or X amount of time.  On the otherside, troops that DO train together have effectiveness multipliers using a geometric curve rather than simple addition.  Its part of the reason the FNG gets fragged as part of a rotating door.

My point was about realism (which as former military I want to hold to) where NO unit is ever at full paper strength unless others are stripped to send it off, in which case when it goes into training mode it is actually overstrength with a programmed in amount of losses (injuries, family, etc).  Among veterans, fresh new officers at the lowest rank tend to get dead.  History has examples of sergeants commanding platoons, companies and even I think battalions (only organizationally, by that time it had been tore up IIRC).

I just expect infantry to take more losses in a campaign, and for those losses to be in leadership.

Besides . . . for merc commands, would not the infantry officers most likely be promoted experienced NCOs?
Colt Ward
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"We come in peace, please ignore the bloodstains."

"Greetings, Mechwarrior. You have been recruited by the Star League to defend the Frontier against Daoshen and the Capellan armada."

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Re: Revising an Infantry unit
« Reply #10 on: 10 July 2012, 13:06:57 »
This might be outside the context of your theory.
But I wanted to point out that your 44 man unit can never be deployed as a single "Platoon" on the BT map.  Anything over 30 men gets divided in 2 (or more) and fielded at reduced strength.
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