Author Topic: Rationalizing Ranks and Unit Organization  (Read 16819 times)

BLOODWOLF

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Rationalizing Ranks and Unit Organization
« on: 26 March 2016, 11:37:12 »
Alright, I just wanted to get some other points of view and ideas on just the organization and rank structure in a House unit.  I know I know you can play it however you want and canon means something different for everybody but, I just like my campaign to make sense and be as realistic as possible.

Been using the USMC rank structure for my campaign but, the way I've been going about it doesn't quite line up with the lore and how it is done in Battletech.  So, going off sarna.net it seems like in a House unit the pilots will go through an academy first (3yrs time in service) and enter a line unit as a sergeant and become part of a lance.

Armed Forces of the Federated Suns[edit]

In the AFFS, Sergeants command vehicles, lead battle armor squads, lead technical and gunnery crews. Like their SLDF and LAAF counterparts, MechWarriors that are academy graduates enter the AFFS at this rank.[7] Sergeants wear three Scars as their rank insignia, color coordinated with their branch. Academy graduates use curved Scars.

I've been having my pilots enter as PFCs (3 months boot camp + 3 months MOS school "mechwarriors") which is how the infantry works but, obviously doesn't line up with how it should be for mechwarriors.  Easily fixed and not a big issue but, this leaves me with a question about lieutenants.

Armed Forces of the Federated Suns[edit]

In the AFFS, a recently-graduated military academy Cadet is given the rank of Subaltern. If they successfully complete their duties for six months they are promoted to Leftenant.[1]

So, if a enlisted personnel's time in service begins when they enter the academy to where they will pickup sergeant by the time they graduate and enter a unit then does that Subaltern enter a unit with three years time in service as well?  In the USMC infantry a lieutenant goes through a academy or OCS during their four years in college, gets commissioned, then basic school, and then their MOS school https://www.marines.com/becoming-a-marine/career-tool/officer-career-opportunities/officer-journey.  So, they enter the fleet as 2LT with like 9 months time in service which I think begins at the start of basic school?

That then doesnt make sense for mechwarrior officers to enter the unit as subalterns(greens) when they have gone through an academy just like the enlisted sergeants(regulars).  They pick up 1LT after only 18 months of service and time in grade automatically.

And for organization of a company, AFFS jump from sergeant straight to SgtMaj so, I guess they have a lieutenant leading each lance of sergeants and maybe a subaltern.  Where as I would maybe have one lance led by a 2LT-1LT and two lead by a SSgt just to prevent a bunch of LTs from promoting at the same time to CPT and having to get rid of two of them so that one can replace the previous CPT or Maj company commander.
« Last Edit: 26 March 2016, 12:07:37 by BLOODWOLF »

Random

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Re: Rationalizing Ranks and Unit Organization
« Reply #1 on: 26 March 2016, 20:35:17 »
Basically I don't try and make sense of the BT universe.  If there is something that doesn't compute for me I 'head cannon' it.

The thing to remember is that culturally Mechwarriors are seen as one the elite branches of the armed forces of the inner sphere.  Probably more akin to fighter pilots of the current time period.  So that might be something to look at.

In my own campaign I rank any non-commissioned mechwarrior (and aerospace pilots) by skill and my officers need certain combinations of Tactics, Strategy and Leadership to attain different ranks.     

pheonixstorm

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Re: Rationalizing Ranks and Unit Organization
« Reply #2 on: 26 March 2016, 22:43:00 »
Another point on this, just because you go to a military school does not automatically make you part of said military. A well off merc unit could send their little brats to NAIS to learn about piloting a mech, graduate, and still only start off as a private in the parents merc unit.

BT compared to RL doesn't compute if you look at it as a literal 1 to 1 transition.

Blackhorse 6

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Re: Rationalizing Ranks and Unit Organization
« Reply #3 on: 26 March 2016, 22:56:14 »
So they come out of school as a Lower enlisted grade but met compete with the other eligibles to work up to Sergeant to gain battlefield experience and become fully integrated into their unit. Then those Sergeants can be considered for a commission to the lowest officer grade.  This shows that although hey have the tactical side of things in hand, only those that have the potential for the operational/strategic side advance to become an officer.

 That's how the Wild Geese have done it for years.  Besides, it keeps those who want to serve but don't want the additional responsibility become Veteran/Elite+ warriors.  Ever hear of a career private? Was common in the US Army about 40 years ago.

Paul

BLOODWOLF

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Re: Rationalizing Ranks and Unit Organization
« Reply #4 on: 26 March 2016, 23:54:57 »
Basically I don't try and make sense of the BT universe.  If there is something that doesn't compute for me I 'head cannon' it.

The thing to remember is that culturally Mechwarriors are seen as one the elite branches of the armed forces of the inner sphere.  Probably more akin to fighter pilots of the current time period.  So that might be something to look at.

In my own campaign I rank any non-commissioned mechwarrior (and aerospace pilots) by skill and my officers need certain combinations of Tactics, Strategy and Leadership to attain different ranks.   

I do that as well for my ranks:

Mukaikubo

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Re: Rationalizing Ranks and Unit Organization
« Reply #5 on: 27 March 2016, 00:17:09 »
I'm almost afraid to ask, but could you explain that sheet a bit more and maybe post it?

BLOODWOLF

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Re: Rationalizing Ranks and Unit Organization
« Reply #6 on: 27 March 2016, 01:04:34 »
  • MOS skill = piloting/gunnery for mechwarriors, mech/vehicle tech for technicians, scrounge for astechs only(officer admin/transport) who order my parts (one for every four techs)
    The 2LT 5 / 5A means; 5 piloting, gunnery, and Admin skill (as the primary occupation) admin/command(CO) When my enlisted personnel reach SGM they move to the Battalion staff and dont see combat anymore so, that is why the MOS skill changes to "-" since their focus shifts to administration and the secondary skills become more important.
    Only the techs and vehicle/vessel crews become warrant officers in my campaign (MOS specialists)
  • Secondary skills A(admin) T(tactics) S(strategy) N(negotion) L(leadership) that are required to promote.
  • CO=commanding officer (command admin), XO=executive officer (logistical admin), HR=human resource admin (duties focus on personnel issues like discipline and unit standards), LG=logistical admin (duties focus on supplies & equipment).
  • TIS= time in service in months that are required before promotion which I gathered this data off of http://www.newriver.marines.mil/Portals/17/Documents/MCO%20P1400.32D.pdf
    TIG= time in the previous grade/rank before eligible for promotion.
    (_) Designates the TIS or TIG a new join will begin at.  Like a CPL begins with 22 months TIS and warrant officers must have eight years time in service and be serving as a SGT or above before they can apply to become a WO
  • Age=An estimation of the range in years that a person of that rank will be.  Enlisted can join at 18yr old(17 actually) and be no older than 28yrs on their enlistment date (even if 29th birthday is the following day) where as officers go throuhg four years of college first so, they could be from 22-28yrs old.
  • Lead= size of the unit they can command Lance-Battalion or more.
    The "x"% WO is from another USMC document like in the link above and states that WO-CWO2's must make up 50% of the total WO's serving in the USMC, CWO3's must make up 30%, etc.
    So, if I have three WO-CWO2 techs or vehicle/vessel crew personnel, one of them may promote to CWO3.  3WO/CWO2's * 0.3 = 0.9CWO3's

This is just what I've been working on for over a year now and really only applies to me and I dont think I would recommend anyone else using this system.  I change something on it almost every week and am never happy with the skills part especially.

Stormforge

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Re: Rationalizing Ranks and Unit Organization
« Reply #7 on: 27 March 2016, 04:55:15 »
I like to keep things simple myself. I base rank off of a units skill. Normally I use the FWL rank structure as I like how they have the non-coms layed out. Basically I do it like this.

Enlisted
Ultra-green(Astechs) = Recruit
Green = Private or Private First Class (which rank is based off of personnel type and how close to regular the Private is. Like green techs with a skill of 8 or 9. A tech 9 would be a Private and one at 8 would be a PFC
Regular = Corporal
Veteran = Sergeant
Elite = Staff Sergeant (One person at this rank in the company will also be promoted to Master Sergeant)

Officers
Green = Nothing to see here. We do not except green officers. (or Cadets)
Regular = Lieutenant Junior Grade (Butter Bar)
Veteran = Lieutenant
Elite = Captain

The Unit Commander sits one rank higher that the other officers at the same skill level. So an Elite Commander would be a Force Commander (Major?) instead of a Captain.

One thing to keep in mind for different units like infantry and tanks. While normally they are run with someone at a certain rank. That is not always possible and in those times they usually stick the next highest ranked individual into the slot until they are either promoted or a replacement becomes available. Or you could just promote someone up to that rank if you must have a certain rank in charge.
« Last Edit: 27 March 2016, 05:07:27 by Stormforge »
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Mukaikubo

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Re: Rationalizing Ranks and Unit Organization
« Reply #8 on: 27 March 2016, 08:52:42 »
Thanks, Bloodwolf! I find this kind of thing fascinating, actually. I also like the medals. I may pick off some of this stuff for my own use; I've been trying ot hammer the ATB rules into something that makes more sense in my mind for running a house unit instead of mercenaries, and this is one of the (many) areas I've identified that I want to play with.

Speaking of: Since I usually run merc units, my system is a bit different, and kind of similar to Stormforge.

Noncombat:
-Astechs get a rank of recruit. Green techs get a rank of private. Regular techs are corporals, veteran techs are sergeants, and elite techs are master sergeants.
-Medics have the same rank structure as techs, above. Doctors are given a rank equivalent to the second highest combat soldier's rank in the unit, so they can order stubborn mercs around.
-Admins follow the same structure as techs (Green - private, regular-corporal, etc.)
-The longest two time-in-unit techs run the tech department. The longest skilled is given a rank equivalent to the second highest combat soldier, and the second longest is one rank below him. Similarly, the longest time-in-unit admin is made a 1st Lt. and is considered to be the logistical head of the unit.

Combat:
-The guy running the entire unit gets his rank; Captain if there's less than 2 combat companies, Major if less than 2 combat battalions, Colonel if 2 or more combat battalions, and I don't wanna think about running a merc unit bigger than that in MekHQ.  ::)
-For Mechwarriors: Everyone hired starts as a corporal. After 1 contract, if they stay and if they're regular or better, they get promoted to sergeant. After two contracts, if they stay and they're veteran or better, they get promoted to master sergeant. Any Mechwarrior sergeant or above who is an Ace (5 mech kills) can at any time be promoted to 2nd Lt. to fill a hole in the TOE. Promotions to 1st Lt. and higher are done at the CO's discretion, but one full contract time-in-grade is required unless nobody is available.
-TOE: Each company is considered as an independent unit. Each Mech company has 4 officers; a captain (or Major if it's a command company for a battalion and the major hasn't calved off his own independent command lance) and 3 lieutenants. Ideally, 2 1st Lts and a 2nd, but sometimes that doesn't work out; if it does, Lance #1 has the captain+ and a 2nd Lt. while the other two lances have a 1st Lt.
-For armor: Take the Mechwarrior section and keep it as-is for vehicle commanders, with vehicle crewmen the same but shifted down one rank (i.e. everyone starts as a private and can be promoted from there).
-For aerospace: Same as mechwarriors for ranks.


Since they're mercs, I don't do medals- though I might pirate some of those from you, Bloodwolf, and have grateful houses give them to particularly good merc employees! Not the HIGHEST ones, of course. That would be gauche. Anyway, for the mercs, what matters is bonuses. A flat 100 cbills for every armor or "other" kill, 1k for a light mech kill, 2k for a medium, 5k for a heavy, 10k for an assault mech kill. Additional 10k bonus when they hit Ace, Double Ace, etc (and only mechs count for that). When it comes time for a retirement roll, I check how much in bonuses they've received, and if it's more than the ATB threshold for a bonus they get the bonus to their retirement roll.
« Last Edit: 27 March 2016, 08:54:55 by Mukaikubo »

BLOODWOLF

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Re: Rationalizing Ranks and Unit Organization
« Reply #9 on: 27 March 2016, 10:00:11 »
Im glad you like the ribbons, seems a lot of people do.  And yeah I mainly play as a Davion House unit because a lot of "this" probably wouldn't work for a merc unit.  I do my retirement rolls every four years (normal active service contract in RL) and just do the rolls by hand like it outlines in the AtB rules but, it is done to check if they EAS(end of active service) or re-enlist (which gives them a re-enlistment bonus from the AtB table), and if they do re-up then a second 2D6 roll determines if they transfer to another unit or stay in mine.




I use the medals as awards for the entire unit:

« Last Edit: 27 March 2016, 11:22:55 by BLOODWOLF »

scJazz

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Re: Rationalizing Ranks and Unit Organization
« Reply #10 on: 27 March 2016, 10:34:47 »
A little bit off topic but related to BW's last post...

Anyone have any need for an XLS that does Retirements at a click like this???


mikecj

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Re: Rationalizing Ranks and Unit Organization
« Reply #11 on: 27 March 2016, 12:03:32 »
Interesting, thanks for sharing.
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scJazz

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Re: Rationalizing Ranks and Unit Organization
« Reply #12 on: 27 March 2016, 13:35:10 »
Well if anyone wants the XLS hit me up with a PM.

Battleclad

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Re: Rationalizing Ranks and Unit Organization
« Reply #13 on: 27 March 2016, 15:03:12 »

What we really need a sticky full of user tools.... A lot of them are lost to depths. Also now you guys have me reconsidering my rank structure....


I use a rank system based of the UK mostly.


As a rule of thumb I run with the following (I have the odd specialist ranks and these are just generic titles):


Recruit: Ultra-Green
Private: Green (No Secondary Skills) or 1 Kill
Corporal: Green (Secondary Skills) or 2 Kills
Sergeant: Regular (No Secondary Skills) or 5 Kills
Staff/Gunnery Sergeant: Regular (Secondary Skills) or 8 Kills - Usually in charge of a Lance
Warrant Officer 1: Regular (Secondary Skills -non-promotion rank-) - The Real Company 2IC/Battalion Command Lance (Established Unit)
Warrant Officer 2: Regular (Secondary Skills -non-promotion rank-) - Battalion or Unit Command Lance, Senior Non-Com (Only 1 in Unit)


Second Lieutenant: Veteran (No Command Secondary Skills) /and 12 Kills (if promoting) - 2IC Company Command Lance
Lieutenant: Veteran (Command Secondary Skills) or 15 Kills -  Company Commander Min. (if Unit is Established then 2IC with own Lance)
Lt. Commander: Elite (No Command Secondary Skills) or 20 Kills - Company Commander (New Unit)/Company Commander Min. (Established)
Commander: Elite (Command Secondary Skills) or 25 Kills - Battalion Commander/Unit Commander (New Unit) Company Commander/Battalion Commander (Established)
Captain: Elite (Command Secondary Reg Skills) and 30 Kills - Battalion Commander/Unit Commander (Established)
Brigadier/Lt. General: Elite (Command Secondary Vet Skills) and 40 Kills or 35yo+ - Regiment Commander/Unit Commander (Established)
General: Elite (Command Secondary Elite Skills) and 50 Kills or 40yo+ - Corps Commander/Unit Commander (Established)


General tier is the highest I use as I plan to have the different branches run the unit via a Joint Council, for the purposes of split votes the Unit Commander counts as two votes. Also Admins start out at Corporal as I reason they need Command rights for people to listen to them even when their Green and for non-combat roles I tend to use Scrounge (Tech/Logistics/Med), Negotiate (Logistics/Transport/HR/Med) & Leadership (Head Tech/Med/Command) as their Command Secondaries although Admins use Strategy (Command/Transport) and Tactics (Command) as well.




EDIT: Also if MechWarrior has a skill piloting or shooting something else I ignore that for promotion purposes, if it's the other way around and a non-MechWarrior has a Mech related secondary then I roll a d6 and if it's a 5/6 then I consider them retraining into that branch. Same goes for Support Staff unless it's firearms training, I never respec people into Infantry units and I tend to keep Support secondary skills as Secondary jobs. Unless it's Infantry....
« Last Edit: 27 March 2016, 15:16:11 by Battleclad »

BLOODWOLF

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Re: Rationalizing Ranks and Unit Organization
« Reply #14 on: 12 April 2016, 23:39:05 »
My ideas for AtB scenarios; am open to suggestions:

I use the 11 missions/campaigns that are already included in AtB but, each mission can have up to six different scenario types based off of what Megamek currently can do and requiring the least amount of out of game die rolls and roleplaying crap.



Scenarios

Search & Destroy: (offensive campaigns) Received reports of hostiles in the area and must search out and destroy all hostile units encountered (stand-up fight).

Patrol: (defensive campaign) Picked up radar contacts while on patrol and must investigate and destroy all hostile units int he area (stand-up fight).

Intercept: (offensive campaign) Opposing force is set to immediate withdraw and auto-flee.  Intercept and destroy/capture the enemy reinforcements/supply convoy/"anything that you would need to prevent from reaching a location".  Convoys use the AtB CiviVehicle RATs.

Escort: (defensive campaign) Allied unit (player or bot controlled) is set to immediate withdraw and auto-flee (if bot controlled).  Escort the allied unit back into friendly lines.

Raid: (offensive campaign) Map will have a military base/factory/residential area generated in the center of the map.  Destroy the hostile units defending the base/factory/town to capture the location.  (in the future destroying buildings might matter).

Defend: (defensive campaign) Map will have a civilization generated in the center and players deployment zone will be center.  Defend the base/factory/town from attack.  (could enter the game and use a random number generator to pick buildings princess would need to destroy and just replace the bot after the game starts "since terrain is random" and give her the target designations for the buildings but, it's more simple just think that her objective is to kill your mechs and capture the location)

Campaigns/Missions

Cadre Duty/Training: All of following missions but, with objectives at 33%.

Diversionary Raid: (offensive/major raid/distract enemy forces while employer attacks somewhere else)
  • Search & Destroy: Destroy 33%BV of OPFOR and then withdraw all your units off the home edge.
  • Raid: Destroy 33%BV of OPFOR defending a site at CTR and then withdraw off home edge.


Objective Raid: (offensive/minor raid/destroy a target(s))
  • Intercept: Destroy 100%BV of OPFOR reinforcements/supply convoy/VIP or medical convoy before they flee the board
  • Raid: Destroy [1D6] buildings or 100%BV of OPFOR.


Recon Raid: (offensive/minor raid/test local defenses of planet in prep of invasion)
Exactly like diversionary raid in regards to Megamek just opposition usually is not as heavy.

Relief Duty: (defensive/invasion/reinforce an allied unit currently engaged with the enemy)"you are the reinforcements"
  • Defend: Reinforce the allied unit (allied unit starts CTR in generated town) in defending the base/factory/town from attack. (OPFOR is 2x allied unit's number)
  • Escort: Support the allied unit while they withdraw back into friendly lines. (Allied unit set to immediate withdraw and auto flee.  OPFOR is 2x allied unit's number.)


Pirate Hunting: (offensive/minor raid/clear out the pirates in the area)
  • Search & Destroy: Destroy all pirates in the area.
  • Raid: Destroy all pirate forces defending the base/factory/town.
  • Intercept: Destroy the pirate forces before they reach their drop zone/extraction point/pirate friendly lines (Immediate withdraw & auto flee)

Garrison Duty: (defensive/planetary defense/defend the entire world from attack)
  • Patrol: Encounter hostiles on patrol and must destroy them.
  • Defend: Defend the base/factory/town from attack.


Riot Duty: (offensive/counter insurgency/put down a rebellion or guerrilla war)
  • Search & Destroy: Destroy all insurgent forces in the area.
  • Raid: Destroy the local insurgent garrison of the base/factory/town
  • Intercept: Destroy the insurgent forces before they reach their destination

Security Duty: (defensive/defense/defend a target or site)
  • Patrol: Received radar contacts, investigate and destroy all hostile units.
  • Defend: Defend the base/factory/town from attack.
  • Escort: Escort the mech/supply convoy/civilian(politician or medical) convoy off the board (ally set to immediate withdraw & auto flee


Planetary Assault: (offensive/invasion/establish a planethead to allow for the continued invasion of a hostile world)
  • Search & Destroy: Destroy all hostile units in the area.
  • Raid: Destroy all hostile units defending the base/factory/town.
  • Intercept: Destroy the OPFOR reinforcements/supply convoy/civi convoy before they enter OPFOR lines.
  • Defend: Defend the dropships/dropzone from attack

Extraction Raid: (offensive/minor raid/retrieve a target for the employer)
  • Raid: Retrieve [1D6] objectives and extract them off the map. (determine hexes where "objectives" will be and mech must be within the target hex to attempt to pick up objective.  Make a PSR "/roll in MM" with the to-hit number being the piloting skill during the physical attack phase.  If objective is on the ground then the mech must go hull-down first according to TacOps.  Once objective is picked up mech can no longer fire forward mounted weapons.  If targets are civilian then will need to generate transports to swoop in and extract the POWs or whatever the player decides the objectives will be.)
  • Intercept: Intercept and capture the enemy convoy and extract them off the map. (OPFOR set to immediate withdraw & auto flee.  Connect as a computer player in a second MM window so that princess will still do her thing but you can use the /traitor command during the physical attack phase when a mech is next to or sharing a hex with the vehicle.  If convoy is rolled to be military it will have an escort, all others will have reinforcements arriving after [3D6] turns.)
  • Escort:  Escort a recently captured convoy to the dropsite.  (dropship on map)


Guerrilla: (offensive/major raid/insurgency operation, train and conduct a rebellion to overthrow the local government)
  • Cadre Duty: Train local rebels using all of the "above" mission and scenario types but with objectives at 33%.
  • Raid: Destroy all hostile units defending the base/factory/town.  (rebel ally units in support, player controlled)
  • Intercept: Destroy the hostile reinforcements/convoy before they reach their destination.  (rebel units in support)

Zellbringen

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Re: Rationalizing Ranks and Unit Organization
« Reply #15 on: 13 April 2016, 10:03:22 »
I like your AtB scenarios, I need to dive in a little more when I'm not at work. 

Personally for my merc, since I like running 3rd/4th SW, I use ranks based off the original Gray Death Legion.  Most Mercenary MechWarriors are family trained or grew up with the unit, not having access to formal training.  Also the much less formality of irregular units.  As I normally run with mechs in my unit my rank structure is pretty clear cut.

Enlisted/Non Officer ranks
-Recruit: New recruit that hasn't been dispatched on a mission or received 4 months of training with the unit
-MechWarrior-Apprentice: Green MechWarriors, normally assigned to training lances
-MechWarrior: Normal MechWarriors that fill out the unit
-Sergeant: Highest skilled enlisted MechWarrior in a company and at least a level of tactics or leadership.  Usually in command of a training lance.
-Master Sergeant: Highest skilled enlisted MechWarrior in the unit if larger than a company. 

Officer ranks
-Lieutenant: Lance Commander, must have at least a level in tactics and leadership.
-Captain: Company Commander, must have at least a level in tactics, leadership and strategy
-Major: Battalion Commander
-Lt Colonel: Commanding Officer if more than a battalion but less than 3 battalions.  If the unit is over 3 battalions, its unit XO.
-Colonel: Commanding Officer

I've never really built up a unit past a reinforced regiment but I have Brigadier General and General in my rank structure if needed. 

BLOODWOLF

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Re: Rationalizing Ranks and Unit Organization
« Reply #16 on: 17 April 2016, 22:39:27 »
How I imagine extraction raids working.  Rolled 1d6 to determine how many caches would be on the board when creating the scenario, once in the game then used a random number generator to pick two numbers from 1-34 (2x2 map) and then right clicked and created a note in the hex "SUPPLY CACHE#1-4".  Then for potential rewards just used the turret table from the AtB rules battle tab starting at line 447 to pick whether each cache was a weapon(if laser) or ammo(if expendable munition weapon type) since this is a factory/supply extraction raid.  If it was a military ext raid then rolling an AC/10 or launcher would give me that weapon instead.



SirMegaV

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Re: Rationalizing Ranks and Unit Organization
« Reply #17 on: 19 April 2016, 21:45:33 »
Bloodwolf, how did you get it to pick up the crate?

BLOODWOLF

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Re: Rationalizing Ranks and Unit Organization
« Reply #18 on: 19 April 2016, 21:49:29 »
It didnt I typed all that in the chat box in the game manually then /roll to make the game roll and determined success by the piloting skill being the target number.  Then have to RP and remember not to allow that mech to fire any forward mounted weapons as if it was carrying something :\ that Tacops feature wasnt included.

BLOODWOLF

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Re: Rationalizing Ranks and Unit Organization
« Reply #19 on: 30 April 2016, 23:36:03 »
Changed a bunch of stuff.
« Last Edit: 08 May 2016, 19:23:14 by BLOODWOLF »

Colt Ward

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Re: Rationalizing Ranks and Unit Organization
« Reply #20 on: 03 May 2016, 13:47:02 »
Do they have the TacOps handheld weapons where you can pick them up?  If so that works better as an object as long as you did not fire the weapon.  On top of that, whatever is being transported could get hit.
Colt Ward
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BLOODWOLF

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Re: Rationalizing Ranks and Unit Organization
« Reply #21 on: 03 May 2016, 14:40:12 »
They have the rule to pick up limbs/club currently in MM.  And you can set those fluff images in the board editor but, I think someone told me a while ago that the limb images you place on the map cannot be picked up theyre just fluff if coming from the board editor.  :(  Maybe I should make another github request but, theyre on IO right now.  And if we did have that TacOPs rule we could play capture the flag, or football with tanks lol, and other games involving picking up objects but, Im the only one voting for it right now so, not enough interest.

Colt Ward

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Re: Rationalizing Ranks and Unit Organization
« Reply #22 on: 03 May 2016, 15:06:37 »
Yeah, the 'debris' hex decoration I think only influences rules like TacOps movement through wreckage.
Colt Ward
Clan Invasion Backer #149, Leviathans #104

"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."

PurpleDragon

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Re: Rationalizing Ranks and Unit Organization
« Reply #23 on: 03 May 2016, 16:02:48 »
They have the rule to pick up limbs/club currently in MM.  And you can set those fluff images in the board editor but, I think someone told me a while ago that the limb images you place on the map cannot be picked up theyre just fluff if coming from the board editor.  :(  Maybe I should make another github request but, theyre on IO right now.  And if we did have that TacOPs rule we could play capture the flag, or football with tanks lol, and other games involving picking up objects but, Im the only one voting for it right now so, not enough interest.

ACtually, I would vote for that as well.  I would actually like to see it implemented such that individual mechwarriors or crews start the scenario somewhere on the map outside their unit and have to get there then start up as part of the victory conditions. 
give a man a fire, keep him warm for a night. 
Set him on fire, keep him warm for the rest of his life!

The secret to winning the land/air battle is that you must always remain rigidly flexible.

I like tabletop more anyway, computer games are for nerds!  -  Knallogfall

BLOODWOLF

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Re: Rationalizing Ranks and Unit Organization
« Reply #24 on: 08 May 2016, 19:21:50 »
Changed a bunch of stuff.

Just sharing how I set stuff up.

On the contract I use the planet's gravity, atmosphere, EQ temp, and surface water.  Then roll on the latitude table in my spreadsheet and determine where my force will be on planet (vertically) to determine how many 'C will be subtracted from the EQ temp from one season to the next as found in the latitude table columns.  I roll to determine what the current season will be when I touchdown on planet to simulate planets having a different seasonal calendar compared to Terra.  And then the intensity of the campaign set under the AtB tab is just 52% of the payment multiplier for that contract.  I wanted cadre/training missions intensity to be 0.5 so cadre duty's payment multiplier is 0.96 (0.5/0.96=0.52) is how I came up with multiply each missions payment multiplier by 52% to get battle intensity for the mission type table in the spreadsheet.

Will then allow AtB to come up with when battles occur while advancing multiple days but, will then delete its scenario and generate my own from the tables in my excel.



And with personnel for mechwarriors only will I track Time In Grade and Time In Service.  And give them rank and campaign ribbon portrait icons.  Support personnel I leave the log entry for when they were promoted to the current rank so that once their skills are high enough I can determine if they have enough Time In Grade and Service to promote.  Units bigger than a company and this would all require too much time to fill out for every single individual so, only the neat stuff for mechwarriors ha.  And then all the campaign ribbons will net the pilot XP off the rank table and if the pilot destroys his/her own mech (like the hunchback from the crazy hits thread) or a part, or injures another service member; they can get reprimands and lose XP or rank eventually.


BLOODWOLF

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Re: Rationalizing Ranks and Unit Organization
« Reply #25 on: 18 May 2016, 23:12:53 »
Retired personnel (failed re-enlistment check)

PurpleDragon

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Re: Rationalizing Ranks and Unit Organization
« Reply #26 on: 19 May 2016, 22:50:42 »
I like the adding the notes for the rolls in to the personnel log like that.  I wonder if that is an option we could get added and how much it would slow the program down. 
give a man a fire, keep him warm for a night. 
Set him on fire, keep him warm for the rest of his life!

The secret to winning the land/air battle is that you must always remain rigidly flexible.

I like tabletop more anyway, computer games are for nerds!  -  Knallogfall

BLOODWOLF

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Re: Rationalizing Ranks and Unit Organization
« Reply #27 on: 19 May 2016, 23:27:15 »
Thanks PD :).  Today I added a table for the first mission of raid type contracts whether you would have to fight through an ASF screen to get on the enemy planet, or conduct an assault drop and secure your landing site, and the less likely option of having an uncontested landing on a hostile world.


And how I set the scenario up in HQ


Obviously defining the temp and gravity of a planets exosphere kinda doesnt apply after googling it for 30 min but, this will do for now.
« Last Edit: 19 May 2016, 23:32:03 by BLOODWOLF »

BLOODWOLF

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Re: Rationalizing Ranks and Unit Organization
« Reply #28 on: 03 June 2016, 23:08:03 »
I am offering to create/modify force icons and portraits for other players.  If they are real world or rank insignia that I can get off sarna I will add those onto your personnel's portraits.  Also service stripes and campaign ribbons if they are standard US military or I can find them off the net.  I always resize my portraits to 150x150 so, let me know if you care about that.  And then force icons I will do as well.  Just provide a zipped up folder of your portraits and just a notepad or word document of who is what rank and ribbons/stripes.  And how your force icons should be laid out compared to how mine are "above" and I'll do it.  Jazz dont even ask I know how many people you have in your campaign, no way.  :D  I know Ral has been working on a feature to add ribbons/awards to personnel in some way but, this is just so you can have it now like I do.

BLOODWOLF

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Re: Rationalizing Ranks and Unit Organization
« Reply #29 on: 17 June 2016, 19:25:25 »





 

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