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Author Topic: Moving Infantry  (Read 10572 times)

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Takiro

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Moving Infantry
« on: September 02, 2011, 10:59:44 PM »

This topic has been percolating in my mind for a while now and I’d like to get your input on the subject. As I was designing an infantry carrying dropship several glaring issues a rose for me.

1.   Drop Priority. The dropship designs currently available make little effort to deploy an organized infantry force across the Human Sphere.

If you go by the traditional three (3) tier structure of most militaries (Successor States, Mercenaries, and the Periphery) there is only one vintage design (see list below) that carries a straight company (3 platoons). Most carry a reinforced company (4 platoons) while the remaining two carry reinforced battalions (12 battalions or 4 companies).

Fury (4 infantry platoons)
Intruder (4 infantry platoons)
Seeker (4 infantry platoons)
Condor (12 infantry platoons)
Triumph (4 infantry platoons)
Fortress (3 infantry platoons)
Excalibur (12 infantry platoons)

So how do you make a clean regiment out of this mishmash? Answer is you really don’t. Seems that infantry despite the number deployed is given a far lower transport priority than Mechs and Vehicles. Often other variants or ad hoc modifications fill gaps but that has got to make things difficult for this arm of your army.

The FWLM often deploys divisions of infantry while the AFFS has 5 such regiments of grunts in its RCTs. Their sheer numbers dwarf the Mech and Vehicle contingents but we don’t have a dropper that carries a regiment of infantry (27 platoons) into battle?

What gives?
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Halvagor

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Re: Moving Infantry
« Reply #1 on: September 02, 2011, 11:23:29 PM »

Out-of-Universe, they probably thought no one would care enough about infantry to want to transport them.  After all, when there are giant robotic machines of death around, who cares about infantry? 

In-universe, it's natural that infantry would get short shrift, as they usually do.  They're "merely" infantry, after all.  I went and filled this void with a dropship that carries a reinforced regiment.  Why reinforced?  Because if you're not using all the space for combat troops, you can haul all the techs needed by your massive 'mech and vehicle forces in something like this.  I actually think that this is what's intended for the "infantry bays" of ships like the Seeker, Triumph, Fortress and Excalibur which carry far more vehicles than infantry, leaving the Fury and the Intruder as the only canon "infantry carriers" until the likes of the Nagumo appears. 

On the other hand, being "poor bloody infantry" it's very likely that they're carried in hastily-converted cargo spaces.  Not as comfortable, but most of the time infantry are considered garrison & local security units.  You generally don't use them to secure landing zones for the rest of the assault force, after all.  If you did, though, I'd make use of hordes of small craft carrying 1-3 platoons apiece to do that.  Small craft have a better chance at fighting through defenses, and if you loose one you can mourn the human cost, but aren't out hundreds of millions of C-bills of difficult-to-replace war material.
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Ice Hellion

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Re: Moving Infantry
« Reply #2 on: September 03, 2011, 04:18:13 AM »

Or they were not meant to move across the universe.
Perhaps, infantry support was meant to be provided by local forces.

This is perhaps not the most efficient way of ensuring the needed coordination between the different forces but that could be an explanation.
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Takiro

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Re: Moving Infantry
« Reply #3 on: September 04, 2011, 12:06:58 AM »

Good design Halvagor! I really like the McCawley - a nice ole infantry carrier.

A lot of folks who've responded have put forth the infantry as cargo but isn't there two problems with that. One, the infantry bay really allows units to be deployed quickly and efficiently into combat if your carrying an assault force as cargo your gonna need time to unload. I'd like to have my guys ready to fight immediately rather than wait and unpack them. Two, what about life support? This isn't just like hauling stem bolts we are talking about moving people over distances which takes time. Will they be able to breath and be warm while traversing for 2 weeks in space on average. Life support is a cost consideration when constructing dropships and we are cramming a significant number of new persons to some craft. Isn't there an impact?
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Halvagor

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Re: Moving Infantry
« Reply #4 on: September 04, 2011, 12:16:25 AM »

Infantry as cargo is covered in the Strat Ops rules.  They just take a higher cost of "food" which is in fact a stand-in for "Life support".  With normal quarters (crew, officer, gunner, or various passenger types) 1 ton of "supplies" is good for 100 people over 1 day (or 1 person for 100 days), and with "bay personnel" quarters it's 1 ton for 20 people per day (or 1 person for 20), with straight cargo 1 ton only supports 5 people for a day (or 1 person for 5 days).  This is to reflect the less efficient facilities of each level of quarters.  Strategic Operations, 43-44.
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Takiro

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Re: Moving Infantry
« Reply #5 on: September 05, 2011, 11:48:06 PM »

2 - Motive Type or Task Oriented. As I got moving on my troop carrier, which was to carry mechanized infantry, I started to try and account for their transportation. But aren’t we paying for that weight already in the infantry bay itself. Aren’t motorized/mechanized bays larger because they accommodate their integral transportation assets? Nothing big mind you as bicycles, motorcycles, ATVs, hoversleds, and jeeps mass less then a ton on occasion. Then there is the new rules in Strategic Ops that separates Mechanized and Motorized Troops into different bays based on Unarmored and Armored transport as near as I can tell. Love to hear more about that if you tell me but shouldn’t we forget about Infantry Motive Types and base their Bay Mass on the Task they perform. For example a Hercules Transport Plane that I saw could carry 96 Ground Troops or 64 Paratroops. That makes sense as their equipment is different as is their tasks and deployment style. If we did it that way we could then just count their necessary transportation assets as vehicles to be carried in separate bays of their own. Does this make more sense?
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Halvagor

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Re: Moving Infantry
« Reply #6 on: September 06, 2011, 12:25:48 AM »

Modern aircraft are a poor example, because what's listed for their carrying capacity is always a "theoretical" capacity.  I've been on many, and the way to get the maximum capacity is to 1) pack people in like sardines, and 2) not travel very far.  Distance/payload tables don't exist for BattleTech, because everything is always assumed to be at maximum capacity.  A Warhammer which loses both its arms is still treated like a 70-ton 'mech, even though it's lost more than twenty tons of mass and thus its 280-rated engine should move it 5/8 (or even 6/9, depending on how much armor its lost elsewhere). 

Now, passenger bays.  Since a single Marine gets 5 tons of living space, it's to be expected that the life support systems for that single Marine are far more efficient than an 28-man foot infantry bay, which also masses 5 tons.  Honestly, that infantry bay is a steal; 28 times the personnel capacity while only paying five times the life support cost.  The difference is that that single Marine can live in the 5-ton bay for long periods of time, and, at least for the fluff, people should get really tired of that 5-ton infantry bay.  Visit a Navy town right after a ship returns after 6-9 months on deployment and ask the sailors (or Marines, if you live near San Diego or Norfolk) how much they liked their accommodations. 

The real reason that C-130s can carry 96 "troops" but only 64 "paratroopers" is because paratroopers have bulkier gear, and unlike regular troops, they require the ability to stand up while the aircraft is moving.  Otherwise, Herk passengers are forced to alternate knees, and the crew will walk on this floor of knees to get from the front of the aircraft to the back.  Clearly, not the most comfortable of seats for the passengers!  (The jump seat in the cockpit, however, has a great view.)

I agree that, rather than making different costs for types of infantry bays, it would make more sense to give, say, a single 50-ton light vehicle bay for each, say, company of mechanized or motorized infantry.  However, this would necessarily increase the time it takes to get the infantry off the ship and into the fight, because the personnel and equipment are no longer stored in the same area.
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Ice Hellion

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Re: Moving Infantry
« Reply #7 on: September 06, 2011, 01:59:50 PM »

I think CBT is oversimplifying here and that in real world, you would park your vehicles (even bicycles) away from the men but here they are all together.
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Hammer6R

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Re: Moving Infantry
« Reply #8 on: September 16, 2011, 11:57:11 AM »

Sorry -- may be showing my ignorance here, but 4 platoons equals a battalion? The listing for the Intruder in the original DS/JS TRO lists it as carrying a (small) battalions-worth of troops (listed as 'commandos' in the text). With infantry, a 'small' battalion would be 300-ish people, in 8-10 platoons (mostly infantry, with some support troops). Four platoons is barely a company, which should have 5 or 6, minimum.

To me, the Intruder should be carrying 300-500 troops. Even allowing for improvements in technology, you can't really deploy fewer than 500 troops and expect to do anything with them. Ask the US Army in Iraq. Infantry are there to control the population and act as scouts in the field -- it's only insane people like Grayson Carlyle who actually have infantry fight 'Mechs ;) -- and appearance is everything.
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Red Pins

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Re: Moving Infantry
« Reply #9 on: September 16, 2011, 06:03:43 PM »

...Actually - could people use small craft to descendto war zones?  Sort of like the old amphibious landing ship carriers?
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Halvagor

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Re: Moving Infantry
« Reply #10 on: September 16, 2011, 08:05:52 PM »

Hammer:  I'm not seeing anything like that in my copy of Drops & Jumps; do you have a page number? 

Pins: I proposed doing just that back at the beginning of the topic.  Per the creation rules, a Small Craft carrying infantry should be rather more survivable than most dropships, and certainly will cost less.  Of course, then you'd need a DropShip (or WarShip) able to host such a large number of parasite craft, but that's pretty minor as complaints go. 
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Takiro

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Re: Moving Infantry
« Reply #11 on: September 16, 2011, 09:23:41 PM »

3-4 Platoons (Platoon = Lance) is an expanded company (84-112 troopers) to me. 9-12 Platoons (254-336 troopers) would be battalion strength for infantry. Numbers given for 28 man platoons (Foot and Motorized).

Another project I keep working on is revising TRO 2800 which will add a Small Craft section. Would love to address this topic in there ;)

Can anybody tell me why they separated Motorized and Mechanized Infantry in the latest rules? What is the difference??

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Hammer6R

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Re: Moving Infantry
« Reply #12 on: September 17, 2011, 12:45:42 AM »

Hammer:  I'm not seeing anything like that in my copy of Drops & Jumps; do you have a page number?

Don't have my dead-tree copy at hand, but the link here: http://www.sarna.net/wiki/Intruder has the same general info.

Unless they're special ops or Jump troops, there's no point in transporting less than a battalion of 300-600 troops, minimum.....
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Red Pins

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Re: Moving Infantry
« Reply #13 on: September 17, 2011, 01:12:34 AM »

Another project I keep working on is revising TRO 2800 which will add a Small Craft section. Would love to address this topic in there ;)

...Don't.  Put out a 'supplemental', that's what they're doing these days.  And include me in the project, I can't help much but want to help with concepts and stuff.  And layout, lots of layout stuff.
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Halvagor

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Re: Moving Infantry
« Reply #14 on: September 17, 2011, 01:23:24 AM »

Hammer:  I'm not seeing anything like that in my copy of Drops & Jumps; do you have a page number?

Don't have my dead-tree copy at hand, but the link here: http://www.sarna.net/wiki/Intruder has the same general info.

Unless they're special ops or Jump troops, there's no point in transporting less than a battalion of 300-600 troops, minimum.....
Well, Sarna.net's referencing TRO 3057 (both) with that line about battalions, but the line about a battalion is also in reference to the Intruder's sophisticated command center, which makes it sound as if an Intruder is able to coordinate the movements of a force up to a battalion in size.  Those forces don't have to come from the Intruder itself, even though it also mentions being able to strip out cargo space to hold a company of light vehicles; 1 company of infantry + 1 company light vees could equal a "small battalion" to non-military personnel.  Sarna.net's entry has all this information, but not in the same order as 3057's entry, which doesn't help its readability.  Drops & Jumps mentions the command center, but doesn't qualify its capabilities at all -- it's just "well-equipped" and able to coordinate the three organic platoons and "any other units operating with the Intruder's troops."
 
The exact text from the 3057s is: "The Intruder also carries a sophisticated and well-equipped command center, from which the marine [sic] commander can control the activities of his troops and any others operating with them.  These extensive facilities rival those of the command versions of the Union and Overlord, although they are best suited to operations involving forces of battalion size or smaller." 

I added the boldface for emphasis.

Whoever did the Sarna.net profile tried, but what they've got carries a slightly different meaning than what's written in the actual TROs. 
« Last Edit: September 17, 2011, 01:24:23 AM by Halvagor »
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