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Author Topic: Glenmora Planetary Militia, Post-4th SW  (Read 17701 times)

Daryk

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Glenmora Planetary Militia, Post-4th SW
« on: 26 January 2016, 17:37:00 »
Inspired by Cannonshop's Dirtbag Militia concept and with advice from our resident artillery expert, I'd like to present my take on how the Federated Commonwealth would have rebuilt the Glenmora Planetary Militia after the 4th Succession War.

Glenmora was sorely abused in the 4th Succession War.  Defended by Wolf's Dragoon's Alpha Regiment, the planet drew the attention of both the 5th and 16th Galedon Regulars.  The capital, Tronka, saw heavy fighting.  While the Kuritan's were focused on the Dragoons, the city took heavy damage despite the intervention of the 10th Deneb Light Cavalry.  Sources conflict about the status of Glenmora immediately following the war, but it was certainly back in FedCom hands by 3039.  No officially documented fighting took place on Glenmora during the War of 3039, but there's more than enough room for a Kuritan unit otherwise left out of the fighting to seek glory hitting a FedCom staging area.  One would like to think the phoenix that rose from the ashes of the 4th Succession War could account for any such action going unreported.

For the core of the militia, I focused on "properly" mechanized infantry, i.e., foot infantry embarked in combat vehicles.  The Goblin has several variants that complement one another very well, and I believe I was able to trace sufficiently plausible supply chains for Johnston Industries to supply them all to Glenmora (detailed at the bottom of this post).  To the three canon variants, I added two custom designs: one a hybrid with the Hetzer to provide the AC/20 tracks vice wheels, and the other a Thumper carrier based on the first that both has tracks and is a light vice heavy vehicle (both are detailed in this thread, along with some early notes on this idea).

For infantry costs, I didn't see any anything in TacOps that accounts for the cost of faction armor kits, so I added the difference between the FedCom armor kit and the Generic armor kit (710 C-Bills, to be exact) per trooper.  Since that's less than 20,000 C-Bills overall, I didn't think it was beyond the pale.

The building block of the militia's mechanized infantry is the combined arms company, formed from one lance of Goblin variants with two platoons of infantry embarked:
Code: [Select]
Line Company:
  Machine Gun Variant Goblin with 5 Squads embarked (I'm going with this version of the variant putting 4 MGs in the turret with the SRM-6 to maximize hull commonality as much as possible)
  SRM Variant Goblin with 1 Squad embarked
  LRM Variant Goblin with 1 Squad embarked
  AC/20 Variant Goblin (hereafter "Hobgoblin") with 1 Squad embarked

Vehicle Costs:
  LRM Goblin:   717,750
  SRM Goblin:   775,750
  MG Goblin:   576,375
  Hobgoblin:   913,500
  Total:        2,983,375

Infantry Platoons:
  4 Squads of Foot Infantry, 7 Troopers per Squad
    5 Auto Rifles with Recoil Compensation, 2 Intek Laser Rifles, all with the FedCom Infantry Armor Kit for a damage divisor of 2.
    Furthermore, each squad leader has a Vibro Blade in place of the standard issue knife, and every trooper has a load bearing pack.
    The militia uses Squad Deployment rules from TacOps.  Each squad does 3 points of damage at 3/6/9 range thanks to the Intek Laser Rifles.

Infantry Platoon Cost:
  20 Auto Rifles with Recoil Compensation: 2000 x sqrt(88) = 365,233
   8 Intek Laser Rifles: 2000 x sqrt(1,250) =                565,885
  28 FedCom Armor Kits at 710 each:                           19,880
  28 Load Bearing Packs at 100 each:                           2,800
   4 Vibro Blades at 100 each:                                   400
     Total:                                                  954,850 per platoon

Total per company:                                         4,893,075

To form a mechanized infantry battalion, take three of the above companies and add a fourth with an extra command vehicle.  The command vehicle is simply an MG Variant Goblin with three tons of Communications Equipment (which, with the one ton equivalent of the Goblin itself yields four tons total for game effects, including the ability to leverage any satellites left in orbit by attackers).  The other two tons of cargo space would be occupied by the Battalion Staff.  For cost purposes, they're two squads or half a platoon.  Battalion costs:
Code: [Select]
Command Vehicle:
  MG Variant Goblin:                                                   576,375
  3 tons Communications Equipment: 30,000 x 1.45 final multiplier =     43,500
  Total for Vehicle:                                                   619,875

Battalion Staff: 0.5 x 954,850 =                                       477,425

Total for Battalion Command Vehicle/Staff:                           1,097,300

4 Line Companies:                                                   19,572,300
Total for Battalion:                                                20,669,600 (for a total of 17 vehicles and 8 infantry platoons, plus staff)

I'm still hammering out the other units that make up the Militia, but there will be at least one Artillery Battery as outlined below.  The battery employs a Goblin variant Thumper carrier based on the Hobgoblin chassis (called the Bugbear), and MG variants hauling extra ammunition for them.  The ammo carriers embark a squad of regular infantry, but also a seven member tech team with two organic exoskeletons to facilitate loading operations. For local security, each section includes an LRM Goblin with an embarked infantry squad.  With two Bubgears per section, this means each section has a full infantry platoon for security and logistics.  The battery command lance consists of an HQ vehicle as outlined above (though the battery staff is only one squad, the other embarked squad is part of the security platoon), plus three Ferrets with embarked infantry for spotting/screening and logistics support (leaving their embarked infantry with the battery, one Ferret can sling six tons of ammo at 7 movement).  All told, a battery has 13 Goblin variants (6 Thumpers, 3 LRM, 3 MG/Ammo Carrier, 1 HQ), 3 Ferrets, 4 infantry platoons, and 3 tech teams with 6 exoskeletons:
Code: [Select]
Battery HQ:
  HQ Vehicle:                                                         619,875
  Battery Staff:                                                      238,712.5
  Security Platoon:                                                   954,850
  3 Ferrets:                                                          147,294
  HQ Sub Total:                                                     1,960,731.5

Battery Sections (3):
  2 Bugbears at 685,125 each:                                       1,370,250
  LRM Goblin:                                                         717,750
  MG Variant Ammo Carrier:                                            576,375
  Tech Team (armed as an infantry squad):                             238,712.5
  Infantry Platoon:                                                   954,850
  Two Industrial Exoskeletons:                                        404,000
    Chassis:                                       50,000 each
    Cargo Lifters (4 total, 1 ton lift capacity):   2,000 per unit
    Training Cost:                                150,000 each

  Sub-Total per Section:                                            4,261,937.5

  Battery Total (3 Sections + HQ):                                 14,746,544

I'm still considering other formations for inclusion, but I'm already over 35,000,000 C-Bills.  Possibilities include: a Tank Battalion (2 actual tank companies, plus a HQ company including infantry), a Maneuver Battalion (the hover version of the above, using Maxims, Saracens, and Saladins), an Air Assault Battalion (using Karnovs, Ferrets, Warriors, and Jump Infantry), and a mixed Regimental Command unit with various intelligence and reconnaissance units.

Production Logistics:
Johnston Industries makes the Goblin and a number of other designs at several facilities throughout the Federated Commonwealth.  Most importantly, they have a facility on Benet III, one jump from Glenmora.  While they don't make LRM-10s and SRM-6s themselves, the Valiant factory on Robinson (only two jumps away) does.  Details are below, drawn from Sarna.
Code: [Select]
Johnston Industries on Addicks makes Goblins (several jumps toward Terra from Benet III)
Johnston Industries on New Syrtis (in the Capellan March) makes AC/20s and Goblins, and is thus the logical source for Hobgoblins
Johnston Industries has a facility on Benet III (which doesn't make Goblins, but could assemble variants with hulls from Addicks)
Valiant Systems on Robinson makes LRM-10s and SRM-6s (as mentioned above)
Defiance Industries on Hesperus II makes Thumpers, which could be imported to New Syrtis to make Bugbears from Hobgoblin hulls

Daryk

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Re: Glenmora Planetary Militia, Post-4th SW
« Reply #1 on: 29 January 2016, 21:58:56 »
After some more thought, I think the Militia will go with two Mechanized Infantry Battalions and two Artillery Batteries.  Combining the Tank Battalion idea with the Maneuver Battalion yields a unit with two hover tank companies, a hover mechanized infantry company, and a command vehicle.

Conveniently enough, an LRM-5 costs exactly what three tons of communications equipment costs, and weighs the same as a battalion staff, so a "Command" Maxim simply removes the rear facing LRM-5 and adds three tons of comms gear for zero net cost.

Code: [Select]
Hover Battalion
Hover Tank Companies (2)
  9 Saracen Hover Tanks                       5,986,125
  3 Saladin Hover Tanks                       2,581,875
  Subtotal per Company                        8,568,000

Hover Mechanized Infantry Company (1)
  Maxim (2)                                   2,300,000
  Saracen                                       665,125
  Saladin                                       860,625
  Infantry Platoons (2)                       1,909,700
  Company Subtotal                            5,735,450

Command Vehicle
  Maxim                                       1,150,000
  Battalion Staff (2 Squads)                    477,425
  Command Subtotal                            1,627,425

Battalion Total Cost
  2 Hover Tank Companies                     17,136,000
  1 Hover Mechanized Infantry Company         5,735,450
  1 Battalion HQ Vehicle and staff            1,627,425

Total Battalion Cost                         24,498,875 for 29 vehicles and two platoons of infantry plus staff

Militia Total Cost
  2 Mechanized Infantry Battalions           41,339,200
  1 Hover Battalion                          24,498,875
  2 Artillery Batteries                      29,493,088
Total Cost (so far)                          95,331,163

If I go with a nice round 100M for equipping the Militia, this leaves the question of what kind of Regimental Command element can squeeze in under 5M C-bills.  If that's not a limit, a Mechanized Infantry Company would be a solid security element, and leaves open the possibility of rounding out the artillery to a full battalion.

snakespinner

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Re: Glenmora Planetary Militia, Post-4th SW
« Reply #2 on: 30 January 2016, 18:12:06 »
For a Regimental command element you would need variety.
An AA lance, close defence elements (infantry), and a bit of firepower just in case, a lance of tanks.
Goblins could substitute for the tanks. O0
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Daryk

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Re: Glenmora Planetary Militia, Post-4th SW
« Reply #3 on: 30 January 2016, 18:24:35 »
Thanks for the feedback!

I was trying to fit either Davion Condors or AC/2 Bulldogs into it for the AA aspect, but they're just too expensive.  What fits cash-wise is something that would blend into the Mechanized Infantry formations:

Code: [Select]
Regimental Command Element
LRM Goblin   717,750
SRM Goblin   775,750
MG Goblin   576,375
Security Platoon   954,850 (split between the Goblins)
HQ Goblin   617,875
Additional Communications  43,500 (3 more tons for 7 tons equivalent, removes the infantry bay and ammo to make room)
Staff   954,850 (4 squads worth, all in the MG Goblin for transport)
Total         4,640,950

That would leave 27,887 out of a nice round 100,000,000 for combat elements.  Support forces are a whole other ball of snakes.

If I bust the 100M limit, another Artillery Battery, a full security company for Regimental Command and an Air Assault formation are all on the table.

Daryk

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Re: Glenmora Planetary Militia, Post-4th SW
« Reply #4 on: 31 January 2016, 11:04:16 »
OK, upping the limit to 150,000,000, I can fit a third Artillery Battery, an Air Assault Battalion (detailed below), a full company (12) of AC/2 Bulldogs for air defense, and have enough left for an additional foot platoon with a Ferret and Jeep for scout duties.  All told, the Militia comes out to roughly six Battalions of combat troops.

Code: [Select]
Air Assault Battalion

Command Element
Karnov w/   550,000
 6 tons of Communications 120,000 (7 tons equivalent)
Karnov - 6 Squads   550,000 (4 Security, 2 Staff)
Ferret - 1 Squad    49,098 (Staff)
Ferret - 1 Squad    49,098 (Staff)
Warrior   488,750
2 Foot Platoons 1,909,700 (1 Security, 1 Staff)
Total 3,716,646

Jump Company
Karnov - 32 jump troopers 550,000
Ferret - 5 jump troopers   49,098
Ferret - 5 jump troopers   49,098
Warrior   488,750
2 Jump Platoons 4,289,574
Total 5,426,520

Foot Company (2)
Karnov - 6 Squads   550,000
Ferret - 1 Squad    49,098
Ferret - 1 Squad    49,098
Warrior   488,750
2 Foot Platoons 1,909,700
Total 3,046,646

Attack Company
12 Warriors 5,865,000

Battalion Total        21,101,458

The Air Assault Battalion comes out close to the same cost of the Mechanized Infantry Battalions because even though the Jump Infantry is so much more expensive, Ferrets are vastly cheaper than Goblins.

Militia Cost Totals
Code: [Select]
Militia Total Cost
  2 Mechanized Infantry Battalions           41,339,200
  2 Artillery Batteries                      29,493,088 (attached to the Mechanized Infantry Battalions)
  1 Hover Battalion                          24,498,875
  1 Air Assault Battalion                    21,101,458
  1 Regimental Command                        4,640,950
  1 Additional Artillery Battery             14,746,544 (attached to Regimental Command)
  1 Air Defense Company                      13,152,000 (12 AC/2 Bulldogs attached to Regimental Command)
  1 Scout Platoon                               954,850 (attached to Regimental Command)
  1 Scout Cargo Ferret                           37,431 (attached to Regimental Command)
  1 Scout Jeep                                   26,906 (attached to Regimental Command)
Total Cost                                   149,991,302

This leaves 8,698, which is more than enough to slap a half ton of armor back on the Cargo Ferret (~5,833).  I can see the scouts continually lobbying for more Ferrets and mast mounts, recon cameras, and remote sensor dispensers, but having to settle for range finder binoculars.

Daryk

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Re: Glenmora Planetary Militia, Post-4th SW
« Reply #5 on: 31 January 2016, 20:30:19 »
That darned scout lieutenant got the best of command AND the appropriations committee...

Bumping the limit up to 151,000,000 (there's a rum joke in there somewhere) gets the Scout Platoon eight properly equipped Ferrets, all with Mast Mounts and Recon Cameras, and four with Remote Sensor Dispensers.  AND they get to keep their jeep...

Recon Company:
Code: [Select]
All Ferrets have Mast Mounts and Recon Cameras.
4 Ferrets (Remote Sensor Dispenser/30 Sensors) 593,056
4 Ferrets (1 Squad)        453,056
1 Platoon Foot Infantry        954,850
1 Scout Jeep                                    26,906
Total:      2,027,868

Revised Militia Cost:
Code: [Select]
Militia Total Cost
  2 Mechanized Infantry Battalions           41,339,200
  2 Artillery Batteries                      29,493,088 (attached to the Mechanized Infantry Battalions)
  1 Hover Battalion                          24,498,875
  1 Air Assault Battalion                    21,101,458
  1 Regimental Command                        4,640,950
  1 Additional Artillery Battery             14,746,544 (attached to Regimental Command)
  1 Air Defense Company                      13,152,000 (12 AC/2 Bulldogs attached to Regimental Command)
  1 Scout Company                             2,027,868 (attached to Regimental Command)

Total Cost                                  150,999,983

And the rate that lieutenant was going, they pocketed the extra 17 C-Bills too...

Daryk

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Re: Glenmora Planetary Militia, Post-4th SW
« Reply #6 on: 31 January 2016, 21:23:07 »
*snip*
(there's a rum joke in there somewhere)
*snip*

It took a bit, but "that's how Lieutenant Morgan became Captain Morgan"...  ::)

Daryk

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Re: Glenmora Planetary Militia, Post-4th SW
« Reply #7 on: 02 February 2016, 21:00:14 »
Overall stats for the combat arms look something like this:
Code: [Select]
Personnel:       1,702
Goblin Variants:    77
Bulldogs:           12
Maxims:              3
Saracens:           19
Saladins:            9
Warriors:           15
Karnovs:             5
Ferrets:            25
Scout Jeep:          1

The support forces will certainly have additional Ferrets and Karnovs, mostly for cargo, but a few medevac birds as well.  They probably rely on the planet's civilian trauma centers for most of their critical care, but may have a MASH "just in case".  It takes 15 Field Kitchens to feed all those troops in the field, and at only 25,000 each, they probably have all 15.  Given Glenmora's volcanic nature, an engineering platoon is likely in addition to the usual battlefield recovery and logistics units.  And of course there'll be the small army of technicians required to keep all that hardware running and the typical bureaucracy to keep all the people running.  All told, the militia is probably an organization somewhere north of 10,000.

Daryk

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Re: Glenmora Planetary Militia, Post-4th SW
« Reply #8 on: 05 February 2016, 22:00:49 »
I've been giving some thought to the support forces.

For Combat Support, I'm thinking:
An Engineer Battalion (with one company of engineering vehicles, and two companies for Battlefield Recovery (one tracked, one VTOL))
An Intelligence Battalion (Packrats, Skulkers, and detachments with the Combat Arms)
A Communications Battalion (Swiftwinds to act as relays, and detachments with the various HQ units)
A Military Police Battalion

For Combat Service Support:
3 Technical Battalions (one company per Combat Arms/Combat Support Battalion)
8 Support Battalions (that include Admin/Medical/Logistics, at a rate of one company per battalion, plus overall HQ functions)

1 Training Battalion (including cadre)

What am I missing?

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Re: Glenmora Planetary Militia, Post-4th SW
« Reply #9 on: 05 February 2016, 22:48:11 »
Boilerman did up a very nice manual call 'The Combat Support Field Manual'.  It might have a few pointers for you.  I will see if I can find my copy.



Found it.  I have it in a zip file. 

Sometimes its good being a packrat when BTech is concerned...  >:D
« Last Edit: 05 February 2016, 23:11:20 by Taron Storm »

Daryk

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Re: Glenmora Planetary Militia, Post-4th SW
« Reply #10 on: 06 February 2016, 06:21:44 »
I had totally forgotten about that, thanks!  A quick search of my archive dug it up from 2007...  O0

And a quick skim of his excellent work seems to indicate I forgot transport/fuel functions.  I think three companies will cover that (i.e., one battalion, which will add another Support battalion too).

So, overall:

Combat Arms:
2 Mechanized Infantry Battalions
1 Hover Battalion
1 Air Assault Battalion
1 Artillery Battalion
1 Regimental Command Battalion

Combat Support:
An Engineer Battalion (with one company of engineering vehicles, and two companies for Battlefield Recovery (one tracked, one VTOL))
An Intelligence Battalion (Packrats, Skulkers, and detachments with the Combat Arms)
A Communications Battalion (Swiftwinds to act as relays, and detachments with the various HQ units)
A Military Police Battalion

For Combat Service Support:
3 Technical Battalions (one company per Combat Arms/Combat Support Battalion)
1 Transportation Battalion (one company per three Combat Arms Battalion, the third split between the others)
9 Support Battalions (that include Admin/Medical/Logistics, at a rate of one company per battalion, plus overall HQ functions)

1 Training Battalion (including cadre)

24 Battalions overall, or roughly a Division not counting reserves

Tyler Jorgensson

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Re: Glenmora Planetary Militia, Post-4th SW
« Reply #11 on: 06 February 2016, 10:02:38 »
Militia RCT without the Mechs?

Amusing

Daryk

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Re: Glenmora Planetary Militia, Post-4th SW
« Reply #12 on: 06 February 2016, 10:13:06 »
I think they'll get their first mechs in 3055, after their regular mech garrison (the 1st Ceti Hussars RCT) is pulled to go fight on the clan front.  Probably a company centered around a lance of Watchmen, with a second lance of Valkyries (it IS a Davion world, after all) for fire support, and a third lance of other lights (Javelins, or Fire Javelins) to round out a company.  That will entail additional technical and support forces as well.

DOC_Agren

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Re: Glenmora Planetary Militia, Post-4th SW
« Reply #13 on: 06 February 2016, 16:30:42 »
I know it not quite as fast, but what about instead of your Bulldog/AC2 the AC2 Carrier as your Air Defense Units?
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Daryk

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Re: Glenmora Planetary Militia, Post-4th SW
« Reply #14 on: 06 February 2016, 19:00:11 »
Looking back at it, I think I went with the Bulldogs because they're 4/6 instead of 3/5.  Turrets and secondary weapons are also in the Bulldog's favor.

Daryk

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Re: Glenmora Planetary Militia, Post-4th SW
« Reply #15 on: 12 February 2016, 20:31:54 »
After a bit more thought (and the realization that just about everything is ICE), I'm adding two more Transportation Battalions to haul fuel, and the consequent Support Battalion.  That makes the active forces 27 battalions even, or a full division on paper.

Reserves would mostly be additional support formations (especially medical, though reserves require quite a bit of admin too), plus some engineering and military police (essentially activating parts of local public works departments and police forces).

I don't think this is out of line for a front line world with a population in the hundreds of millions.  They merited a garrison of a full regular RCT before 3039.

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Re: Glenmora Planetary Militia, Post-4th SW
« Reply #16 on: 14 February 2016, 17:51:36 »
Rock Rovers from TRO:VA can carry a Squad on their 2/3 frames. Using " Support Laser " aka Small Laser and twin Auto-Rifles per Half-track. The Dracs use a " Limpet " version with an SRM-2.

Have you looked at the Field Gun Infantry? 2 MP and 6 AC/5's, 6PPC's and 24 Auto-Rifles.

Did you forget that the Davions use the Bulldog Truck as well? The Deuce-and-a-Half is popular Logistic Transport, ( about 1.5 tons ) per truck.

TT
« Last Edit: 14 February 2016, 17:57:57 by truetanker »
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Daryk

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Re: Glenmora Planetary Militia, Post-4th SW
« Reply #17 on: 14 February 2016, 18:27:55 »
I haven't picked up the Vehicle Annex yet, so I usually like to use my own designs for jeeps and trucks.  What I used for my ComStar unit was a range of vehicles (5 ton jeeps, and 9 ton, 15 ton, and 45 ton trucks) all powered by 25 rated fusion engines.  That said, the entry for the Bulldog on Sarna makes the Davion Deuce-and-a-half look perfect for Glenmora's rough terrain, and since they're apparently 4/6, they're also a perfect fit for supporting the tracked units.  Do you have any recommendations for hover trucks to support the hover and air assault battalions?

In general, I'm not a fan of motorized or mechanized infantry with field guns as laid out in the rules.  They're just too slow (or rather, heavy) at the operational and strategic levels.  I'm more than happy with four squads per platoon that can do 3 points of damage out to 9 hexes on the cheap (and light).

Also, I just read the entry for Glenmora in OPT: Death to Mercenaries today.  It seems before the 4th SW, they had multiple regiments of heavy armor, but they obviously weren't a factor (or at least, not a significant one) in the hammering the Kuritans gave the Dragoons.  That could explain the planet switching to a lighter (and cheaper) force as I've outlined here, backed by the 1st Ceti Hussars.  If the planet really did fall after the Dragoons left, that would mean the Kuritans reduced all those expensive heavy tanks.  I could see them coming back into fashion eventually, but in the immediate aftermath of the 4th SW, I'd expect the government to throw together a force as quickly and cheaply as possible.  151 Million C-Bills for six mixed battalions seems reasonable from that perspective.

truetanker

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Re: Glenmora Planetary Militia, Post-4th SW
« Reply #18 on: 14 February 2016, 18:59:46 »
BFFL Hovertuck comes to mind, 40 tons of cargo, 5/8 MP. Any thing else?

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Daryk

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Re: Glenmora Planetary Militia, Post-4th SW
« Reply #19 on: 14 February 2016, 19:10:11 »
Hmmm... I was hoping for something 8/12 (i.e., that could keep up with the other hovers).  It may be easiest to just strip the ACs out of some Saladin chassis.

truetanker

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Re: Glenmora Planetary Militia, Post-4th SW
« Reply #20 on: 14 February 2016, 20:12:27 »
Heavy APC - 6 tons, or try this: 50 ton like the Bandit or LTV-4, no weapons, no turret and half armor.

TT
Khan, Clan Iron Dolphin
Azeroth Pocketverse
That is, if true tanker doesn't beat me to it. He makes truly evil units.Col.Hengist on 31 May 2013
TT, we know you are the master of nasty  O0 ~ Fletch on 22 June 2013
If I'm attacking you, conventional wisom says to bring 3x your force.  I want extra insurance, so I'll bring 4 for every 1 of what you have :D ~ Tai Dai Cultist on 21 April 2016
Me: Would you rather fight my Epithymía Thanátou from the Whispers of Blake?
Nav_Alpha: That THING... that is horrid
~ Nav_Alpha on 10 October 2016

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Re: Glenmora Planetary Militia, Post-4th SW
« Reply #21 on: 15 February 2016, 06:10:34 »
LTV-4... I'll have to look that one up, thanks!

Daryk

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Re: Glenmora Planetary Militia, Post-4th SW
« Reply #22 on: 15 February 2016, 11:27:34 »
Hmmm... Looks like the LTV-4 is only 7/11, and the Bandit has a fusion engine.  Given the large number of Maxim variants, it may be easiest to just use a stripped down one as a hover truck.

truetanker

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Re: Glenmora Planetary Militia, Post-4th SW
« Reply #23 on: 15 February 2016, 14:17:34 »
It's for cargo right? 7/11 is fine.

TT
Khan, Clan Iron Dolphin
Azeroth Pocketverse
That is, if true tanker doesn't beat me to it. He makes truly evil units.Col.Hengist on 31 May 2013
TT, we know you are the master of nasty  O0 ~ Fletch on 22 June 2013
If I'm attacking you, conventional wisom says to bring 3x your force.  I want extra insurance, so I'll bring 4 for every 1 of what you have :D ~ Tai Dai Cultist on 21 April 2016
Me: Would you rather fight my Epithymía Thanátou from the Whispers of Blake?
Nav_Alpha: That THING... that is horrid
~ Nav_Alpha on 10 October 2016

Daryk

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Re: Glenmora Planetary Militia, Post-4th SW
« Reply #24 on: 15 February 2016, 14:35:47 »
For behind the line duties, sure, but the Deuce-and-a-halfs can cover that.  I'm looking for something that can keep up with the combat arms if necessary.

truetanker

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Khan, Clan Iron Dolphin
Azeroth Pocketverse
That is, if true tanker doesn't beat me to it. He makes truly evil units.Col.Hengist on 31 May 2013
TT, we know you are the master of nasty  O0 ~ Fletch on 22 June 2013
If I'm attacking you, conventional wisom says to bring 3x your force.  I want extra insurance, so I'll bring 4 for every 1 of what you have :D ~ Tai Dai Cultist on 21 April 2016
Me: Would you rather fight my Epithymía Thanátou from the Whispers of Blake?
Nav_Alpha: That THING... that is horrid
~ Nav_Alpha on 10 October 2016

Daryk

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Re: Glenmora Planetary Militia, Post-4th SW
« Reply #26 on: 16 February 2016, 18:47:54 »
Very cool!  Unfortunately, it's not introduced until 3066...

truetanker

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Re: Glenmora Planetary Militia, Post-4th SW
« Reply #27 on: 16 February 2016, 18:55:22 »
So you could always state it uses non OMNI parts, like the Bandit and Badger. Different configs, different options.

TT
Khan, Clan Iron Dolphin
Azeroth Pocketverse
That is, if true tanker doesn't beat me to it. He makes truly evil units.Col.Hengist on 31 May 2013
TT, we know you are the master of nasty  O0 ~ Fletch on 22 June 2013
If I'm attacking you, conventional wisom says to bring 3x your force.  I want extra insurance, so I'll bring 4 for every 1 of what you have :D ~ Tai Dai Cultist on 21 April 2016
Me: Would you rather fight my Epithymía Thanátou from the Whispers of Blake?
Nav_Alpha: That THING... that is horrid
~ Nav_Alpha on 10 October 2016

Daryk

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Re: Glenmora Planetary Militia, Post-4th SW
« Reply #28 on: 16 February 2016, 19:00:20 »
The trick there is the fuel cell engine... I'd basically have to design a custom vehicle at that point, not that I'm opposed to that idea... :)

Daryk

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Re: Glenmora Planetary Militia, Post-4th SW
« Reply #29 on: 17 February 2017, 21:56:38 »
I think I've found the perfect opponents for the Glenmora militia: a reserve strike force from the 9th and 10th Ghost Regiments.  Glenmora's regular AFFC garrison (the 1st Ceti Hussars) was involved on Elidere IV in July 3039, and spent most of August in orbit around Misery before being recalled to Glenmora.  The lopsided victory the 9th and 10th Ghost Regiments scored on Elidere IV in August would have enabled them to hold back a battalion or so as an orbital reserve, which could have been dispatched to Glenmora as a feint, much like the action on New Ivaarsen.  This could then logically have led to the recall orders for the 1st Ceti Hussars, with the Ghosts taking word of the Hussar's departure from Misery as their cue to pack up and leave.

I think one Invader carrying a Union, Intruder, and Leopard CV could provide lift for a decent sized raiding force (a company of mechs, a hover company, 10 ASFs for orbital defense, and a company plus of infantry, including a pair of Thumpers for drop zone security).  As a Ghost Regiment, they rate A* for unit technology.  That guarantees at least four Star League 'mechs (and a maximum of six; I'm going with five, and giving the tanks and infantry one piece of advanced tech each) from the War of 3039 table.  For their hover company, Drillsons, Maxims, Saracens, Saladins, J. Edgars, and Pegasi are all on the table, and I'm throwing in a Lightning for good measure.  The Intruder comes with room for four platoons of infantry, but one will be the artillery section of two Thumper field artillery pieces.

Since I have a better idea of their tanks, I'll start there:
Code: [Select]
Recon Lance (11/17):
Lightning*
2 J. Edgars (stock)
J. Edgar (4x MGs)

Assault Lance (8/12):
Drillson
2 Saladins
Saracen

Transport Lance (8/12):
Drillson
3 Maxims

Infantry:
Code: [Select]
For their "regular" infantry, one platoon ("First") will have Mauser 960s*.
As I've remarked elsewhere, 7 trooper squads are the "sweet spot" for Mausers,
as it's the largest squad size that rounds up to 7 damage (at 2/4/6 range, no less).
Since they only have "Standard" weapons, they have no movement penalty.

The second platoon will be the "Weapons" platoon, with 2 Heavy Support Lasers
per squad, rounded out with Auto Rifles.  They'll be "shoot or move" limited, but
have a range of 5/10/15 for 6 damage per squad.

The third ("Close Assault") platoon will be more conventionally armed with 6 Auto
Rifles and one Auto Grenade Launcher per squad for 5 points of damage at 1/2/3
range with no movement penalty.

Finally, the Field Artillery unit will be organized as two squads of eight tracked
mechanized troopers per Thumper (one prime mover, one ammo carrier).
Their tracks will have dual Heavy Support Pulse Lasers, while the remaining six
troopers will be armed with Auto Rifles.  This gives 5 damage out to a range of
4/8/12 with the Heavy Burst special when they're not firing the Thumpers.
The guns will be deployed close to the Intruder to ensure they get loaded back
aboard quickly if it looks like the drop zone is going to be overrun.  This also
keeps them close to more ammunition.  As Mechanized Field Artillery, they have
1 MP, or 3 if they abandon the guns.

For the 'mechs:
Code: [Select]
Headhunter Lance (6/9+):
Exterminator (EXT-4D)*
Phoenix Hawk (PXH-1)
Jenner (JR7-F, Uparmored)
Firestarter (FS9-H)

Attack Lance (5/8+):
Dragon (DRG-5N, with Ultra AC/5)*
Flashman (FLS-8K)*
Wolverine (WVR-6K)
Shadow Hawk (SHD-2K)

Maneuver Lance (6/9):
Lancelot (LNC 25-01)*
Phoenix Hawk (PXH-1K)
Hermes III (2 Large Laser version from Sarna)
Sentinel (STN-3M)*

That leaves the 10 ASFs to detail, but I think I'll do those tomorrow.  And I have to say, even with only a combined arms battalion, this is looking pretty formidable.  I may have to add a mixed lance+ of Ceti Hussar "hangar queens" to balance things out (i.e., 'mechs that were too broken to deploy to Elidere IV, but will be put into some kind of service with a Ghost Regiment battalion on planet).

It'll also be interesting to include the internal politics of the Ghost Regiments as I build scenarios.  The 10th included personnel from two distinct yakuza "empires", and that doesn't even consider any rivalry with the 9th.  Those divisions will be drawn by dropship.  I'm thinking the jumpship and Leopard CV will be from the 9th Ghost Regiment, and each of the other dropships will be from one of the particular yakuza clans in the 10th.  The clan embarked on the Intruder will be in charge, as it has by far the best C2 facilities, but the 'mechs (the preponderance of combat power) will be from the Union.

The battalion commander has their work cut out for them, especially when you add in Glenmora's particularly challenging environment.  The only thing they really have going for them is that their job is just to raid enough to make the AFFC recall the Ceti Hussars from Misery.

I think a combined arms battalion action might just fall below the cut line of canon historical reporting for this period, making the whole thing plausible.