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Author Topic: Experience for an unit  (Read 1048 times)

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Ice Hellion

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Experience for an unit
« on: November 24, 2012, 12:55:46 PM »

Is there any simple official rule of dumb or even a house one regarding experience rule?

I have a military that got through a major conflict alive (let's say Operation Revival) after fighting (not everyday but still) and I want to know his experience level let's say in 3056.
How can I do that in a "logical" way?
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"In turn they tested each Clan namesake
in trial against the Ice Hellion's mettle.
Each chased the Ice Hellion, hunting it down.
All failed to match the predator's speed and grace.
Khan Cage smiled and said, "And that is how we shall be."

The Remembrance (Clan Ice Hellion) Passage 5, Verse 3, Lines 1 - 5

Dragon Cat

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Re: Experience for an unit
« Reply #1 on: November 24, 2012, 01:40:39 PM »

If I remember correctly every 12 units destroyed improved individual unit experiance but that was ages ago

Maybe total chaos tracks would track it better
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Really, as long as there is an unbroken line of people calling themselves "Clan Nova Cat," it doesn't really matter to me if they're still using Iron Wombs or not. They may be dead as a faction, but as a people they still exist. It's not uncommon in the real world, after all.

JPArbiter

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Re: Experience for an unit
« Reply #2 on: November 24, 2012, 04:02:56 PM »

if they were green, bump em up to regular, if regular, Veteram, if Veteran Elite.  one major shift per major war seems like an easy and fair way to put it.
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Ice Hellion

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Re: Experience for an unit
« Reply #3 on: November 25, 2012, 02:20:12 AM »

If I remember correctly every 12 units destroyed improved individual unit experiance but that was ages ago

I know but I don't want to play the whole war.

if they were green, bump em up to regular, if regular, Veteram, if Veteran Elite.  one major shift per major war seems like an easy and fair way to put it.

This could be an idea.

Maybe total chaos tracks would track it better

I am not that familiar with that system. Could you elaborate a little more?
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"In turn they tested each Clan namesake
in trial against the Ice Hellion's mettle.
Each chased the Ice Hellion, hunting it down.
All failed to match the predator's speed and grace.
Khan Cage smiled and said, "And that is how we shall be."

The Remembrance (Clan Ice Hellion) Passage 5, Verse 3, Lines 1 - 5

Dragon Cat

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Re: Experience for an unit
« Reply #4 on: November 25, 2012, 03:33:33 AM »

It started in the jihad books they had tracks that allowed for generic scenarios to be drawn up

I think it also allowed you to track experiance and work it out longer term

There was more in the Wolf and Blake Starterbook and then Total Chaos Sourcebook (i dont have) was the scenario builder

I'll have a look in the Jihad/Starterbook tonight see if I can find anything for could over a campaign
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My stuff, and my AU timeline follow link and enjoy

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Really, as long as there is an unbroken line of people calling themselves "Clan Nova Cat," it doesn't really matter to me if they're still using Iron Wombs or not. They may be dead as a faction, but as a people they still exist. It's not uncommon in the real world, after all.

Ice Hellion

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Re: Experience for an unit
« Reply #5 on: November 26, 2012, 01:49:20 PM »

Here is a proposal.
You have a conflict that lasts x years.
People who are in the military before or at the beginning are Regulars, those who come in later are Green (less time to train efficiently).

You then take the time in the military and divide it by 3 giving you the number of tours of duty.

For each tour of duty in a peace period, gain 3 experience points.
For each combat tour of duty, gain 12 experience points.
For each heavy combat tour of duty, gain 18 experience points.

What do you think of it?
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"In turn they tested each Clan namesake
in trial against the Ice Hellion's mettle.
Each chased the Ice Hellion, hunting it down.
All failed to match the predator's speed and grace.
Khan Cage smiled and said, "And that is how we shall be."

The Remembrance (Clan Ice Hellion) Passage 5, Verse 3, Lines 1 - 5

shwagpo

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Re: Experience for an unit
« Reply #6 on: November 26, 2012, 02:35:02 PM »

I think it could work out, Ice, btu it will all boil down to fluff.  Let's say your cluster is involved from day one, and hit DCMS/FedCom borderworlds, where the fighting is much more bitter.  The losses, henceforth are heavier, but the survivors gain metric craptons of experience.  Now, we're about a year in, your regular rated unit is a shell of it's former self, with only half of it's warriors left to reap the full benefeits.  Is your cluster illustrious?  is it downtrodden or disreputable within it's clan?  This matters, because of where your replacements come from.  Let's say another cluster is disbanded due to losses, and your cluster receives a supernova binary from them.  Now, you have, quite likely, some elite forces, some veteran forces, but nothing lower until your fresh-from the sibko replacements arrive.  Thus teetering you out at the veteran mark.

by the same token, your replacements if your clan didn't value your unit as much as it had, would be freebirths and unblooded warriors for you to blood.(Falcons were good for this.  Take a unit that got hammered, fill it with recruits, and hit a hard target with them.  Seems wasteful at first, until that battlefield experience turns into very capable commanders once they leave their blooding.) in which case you'd still be a regular unit.

Prestige plays a HUGE role into whether your unit will gain the experience required to move up in rating, or if it will be maintained as a regular line unit for other purposes.  Rarely does a unit which lacks prestige build into a more seasoned unit.  Individuals may be retained, but overall they'll remain the same when new recruits are drawn in.
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Ice Hellion

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Re: Experience for an unit
« Reply #7 on: November 26, 2012, 03:36:22 PM »

I didn't give a thought to the casualties yet (and I might have oversimplified the replacement problem).
I will think a little more about it.
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"In turn they tested each Clan namesake
in trial against the Ice Hellion's mettle.
Each chased the Ice Hellion, hunting it down.
All failed to match the predator's speed and grace.
Khan Cage smiled and said, "And that is how we shall be."

The Remembrance (Clan Ice Hellion) Passage 5, Verse 3, Lines 1 - 5

skiltao

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Re: Experience for an unit
« Reply #8 on: November 27, 2012, 02:09:38 AM »

The 1st edition RPG has guidelines for individual skill. Since they run into the thousands of XP, I used the encounter tables to translate them into something more tangible. Keep in mind that 1st edition characters were expected to spend between 5% (green) and 50% (elite) of their XP to modify individual die rolls during play, in a way roughly equivalent to modern day "edge" points.

Green "includes all player characters beginning their adventuring careers and all others whose practical experience at their chosen profession is not extensive." About 0-10 successful average battlefield objectives.

Regulars "have successfully completed a number of moderately complex assignments or a single major campaign, and have survived a few personal or 'Mech combats." About 11-52 successful average battlefield objectives.

Veterans "will normally have several major campaigns or many years of experience under their belts, and should be well versed in the techniques of warfare." About 53-347 successful average battlefield objectives.

Elite "are the creme de la creme of the MechWarrior universe, the best and the brightest (or at least the most persevering) the 31st Century has to offer. Elite characters have usually experienced and endured every kind of challenge and danger their profession offers, and have played major leadership roles in one or more successful campaigns. The Successor State warlords usually respect these elite highly, and their assignments reflect that esteem." The equivalent of 348+ successful average battlefield objectives. (Not that their objectives will be "average" by this point.)

[EDIT: These skill thresholds seem to go by powers of seven. ~7 missions to break from green to regular, ~49 to break from regular to veteran, ~343 to break from veteran to elite. Weird.]

The 1st edition BattleForce (I don't know about the 2nd edition) gives the distribution of individual g/p skills that are associated with each level of regimental skill. (These would be what all the old House books go by.) Looks like Green regiments average 4.6+ g/p skill, Regular regiments average 4.0-4.5, Veterans 3.4-3.9, and Elites average 3.3 or less (let's say down to 2.8, to give the Clan equivalent a lower bound). The book says lighter regiments tend towards the upper ends of those ranges and heavier regiments tend towards the lower ends, but I'm not sure its examples actually bear that out.

I think these metrics make good fluff. They may be a little frustrating to implement in Chaos Campaign type play though.
« Last Edit: November 27, 2012, 02:30:26 AM by skiltao »
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Blacknova

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Re: Experience for an unit
« Reply #9 on: November 27, 2012, 03:24:49 AM »

I would suggest that after a major campaign, the new experince would depend on the losses the unit suffered and if they were replaced or not.

A one level jump would be normal, maybe 2 if they were exceptional in their performance.

For losses of <10%, they keep the new level.

For losses of 10%-25%, the keep the new level on a 2d6 roll over the % lost divided by 2.5.

For losses of 25%-50%, they loose one level.

For losses of 50+, they loose 2 levels.

That would be using green replacements.  For regular replacements, move the changes one level up.
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skiltao

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Re: Experience for an unit
« Reply #10 on: November 27, 2012, 09:10:00 AM »

That sounds good, though instead of specifying "green" replacements, maybe say "replacements less skilled than the original level." I mean, replacing elites with regulars should decrease the unit's skill too. Another option is to leave the survivors and the replacements with different skill ratings, or if you know how many of each you have, just weight their average.
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Minerva12345

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Re: Experience for an unit
« Reply #11 on: November 27, 2012, 11:13:53 AM »

I use a system where character has knowledge and skill.

Knowledge is learned in formal schools like Nagelring that give you very good idea how to run a lance or a company. That is used for planning purposes and administration and logistics and getting supporting arms. You learn point per year spent in schooling, training and staff positions.

Skill is more of experience gained in getting into combat which is learned roughly 1 point per year in front where you were in some campaign.  The skill is learned +1/+2/+3/+4 bonus for 1/4/9/16 points. This skill is used whenever one needs to rally forces and/or change plans in combat or improvise in combat.
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Ice Hellion

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Re: Experience for an unit
« Reply #12 on: November 27, 2012, 01:41:25 PM »

Interesting ideas.
I will probably try to merge them all into one big system  ;)
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"In turn they tested each Clan namesake
in trial against the Ice Hellion's mettle.
Each chased the Ice Hellion, hunting it down.
All failed to match the predator's speed and grace.
Khan Cage smiled and said, "And that is how we shall be."

The Remembrance (Clan Ice Hellion) Passage 5, Verse 3, Lines 1 - 5

shwagpo

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Re: Experience for an unit
« Reply #13 on: November 27, 2012, 02:04:24 PM »

I say kiss rules may apply here, brother.  You go too in depth, and you may lose what you were trying to create.  However, that isn't to say the potentials of detail is a bad thing, if you're looking for a single unit as a whole, I'd keep it a bit simple and only flesh out the major players, such as the unit CO/XO and really notables.

However, if you want to log the status of each warrior(which may be the goal, I dont know), I'd focus on each warrior as it pertains to the unit, and make rolls of dice decide the poor warriors' fates.  Depends on what you want, I'm just warning not to get so convoluted that generating the quality of a unit takes longer than it does to use them:)  Now, generating the whole unit could very likely do that, but just the experience quality?  I'd say keep that loose unless you want to go all the way and seriously flesh out every facet of a unit.

But most of all, have fun Ice:)  Let us know what you come up with, I think a few of us are intrigued.
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Blacknova

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Re: Experience for an unit
« Reply #14 on: November 27, 2012, 03:50:05 PM »

That sounds good, though instead of specifying "green" replacements, maybe say "replacements less skilled than the original level." I mean, replacing elites with regulars should decrease the unit's skill too. Another option is to leave the survivors and the replacements with different skill ratings, or if you know how many of each you have, just weight their average.

Good points. 

Ice, have a look at how we deal with experience in the KU rules, that seems to work fairly well.
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