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Author Topic: Size of a Lance  (Read 4400 times)

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Dread Moores

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Re: Size of a Lance
« Reply #30 on: June 29, 2012, 11:33:58 PM »

The unified infantry bay on vehicles but not DropShips is still annoying though. :)

Good point on the amenities. I hadn't considered that side of it.
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Knightmare

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Re: Size of a Lance
« Reply #31 on: June 30, 2012, 08:17:57 AM »

A Compartment is simply the necessary transport tonnage for moving cargo around the battlefield. A Bay includes repair, long term storage and lodging amenities plus tech support.

The idea behind the infantry compartment is a pretty generic space: folding chairs, gun racks, etc., but otherwise a short term hole in a vehicle to get from Point A to Point B on the battlefield. In a pinch, the idea is you can cram whatever you want in it when it's time to bug out of the battlefield.

Doesn't work like that with the Bays. The Bays are more specialized, so you wouldn't find 28+ beds and foot lockers in a Battle Armor Bay. Instead, you'd find a half dozen with small cubicles for the armor, and maybe some other specialized equipment for the repair and interstellar transport of the armor.

It's not perfect, but it works IMO.

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Dread Moores

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Re: Size of a Lance
« Reply #32 on: June 30, 2012, 08:22:58 AM »

Doesn't work like that with the Bays. The Bays are more specialized, so you wouldn't find 28+ beds and foot lockers in a Battle Armor Bay. Instead, you'd find a half dozen with small cubicles for the armor, and maybe some other specialized equipment for the repair and interstellar transport of the armor.

There's specialized, and then there's overspecialized. If DropShips can't reconfigure bays (without a shipyard) enough to go from 28 beds and foot lockers to 2.5 beds, foot lockers, and some machinery to remove or repair pieces of battle armor...that's pretty ridiculous, as it puts their tech at levels far below our own. I understand non-infantry bays not being modular. Not being able to reconfigure an infantry bay from foot to motorized? Or motorized to jump? That's far too hyper-specialized.
« Last Edit: June 30, 2012, 08:26:07 AM by Dread Moores »
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Knightmare

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Re: Size of a Lance
« Reply #33 on: June 30, 2012, 08:30:26 AM »

Now this devolves to a comparison between real life and BattleTech. Clearly BattleTech's rules lose to the common sense of real life. That said, the Bay Rules still work for game purposes and there are other rules for Bay changes. So exchanges are possible. Do they fit real world possibilities or designs? Probably not. On their own merits I think they fit campaign rules well.
« Last Edit: June 30, 2012, 08:35:04 AM by Knightmare »
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Dread Moores

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Re: Size of a Lance
« Reply #34 on: June 30, 2012, 08:56:37 AM »

Now this devolves to a comparison between real life and BattleTech. Clearly BattleTech's rules lose to the common sense of real life. That said, the Bay Rules still work for game purposes and there are other rules for Bay changes. So exchanges are possible. Do they fit real world possibilities or designs? Probably not. On their own merits I think they fit campaign rules well.

Funny, I think they absolutely wreck campaign rules. Can you find a single DropShip that can transport motorized infantry? Or mechanized infantry? There's only a minor handful that transport jump infantry. BA carriers? Not very many, and they are all virtually faction-specific designs. That's the issue I have with non-modular infantry bays. Without serious changes or customizations, it absolutely kills a campaign on transport needs.

That entire issue of needing to reconfigure bays in a shipyard or even needing more DropShips created (or more updated DropShips) is easily resolved by one tiny fix. "So that Condor that has a Bay for 12 foot platoons? Okay, that's a 60 ton infantry bay. The crew can reconfigure it to handle any kind of infantry, up to a max of 60 tons. Use the rules for how much space infantry requires as found in StratOps." Done. How does that make less sense than requiring dozens of new DropShips or custom refits? Aerospace, particularly non-fighters or WarShips, is the red-headed stepchild of BT. This one tiny fix covers one of the massive gaps, without changing anything else for any other combat arm. It's not about reality versus Battletech, but simply an extension of a rule that already exists in the canon construction rules.
« Last Edit: June 30, 2012, 09:05:34 AM by Dread Moores »
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Knightmare

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Re: Size of a Lance
« Reply #35 on: June 30, 2012, 09:09:55 AM »

The thing is you can add units and personnel to cargo bays for transport (see p. 43, SO) It's not ideal, and can slow deployment of units & personnel during combat, but their transport doesn't require shipyard conversions. Cargo Bays are pretty flexible when it comes to transporting stuff from Point A to Point B.

« Last Edit: June 30, 2012, 09:23:10 AM by Knightmare »
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Re: Size of a Lance
« Reply #36 on: June 30, 2012, 09:23:17 AM »

After reading your edit... 

Ah I see what you're saying.

You're talking about the conversion or modification of Infantry Bays already installed in the DropShip. Honestly, I think one of the reasons why they require a Shipyard is volume. While the weight of an Infantry Platoon may be 5 tons, and the weight of a Motorized Platoon is relatively close, the volume required to store a motorized platoon is very, very different. The space for all those ATVs, or Motor Bikes is probably a bit more than the bunks and foot lockers of a foot platoon.

Requiring a Shipyard to make structural changes to installed Bays is an easy way to account for abstract modification of a DropShip's interior arrangement to account for changes in bay volume. The rule doesn't affect the transport, only the deployment of different infantry types.

The logic isn't perfect: Cargo Bays for example are supposedly big open spaces for storage, but we determine total cargo strictly by weight without volume. So a 900 ton Cargo Bay could hold nine BattleMechs, but does not take into account the actual size of the bay or the DropShip.

I think you're right. There might be some wiggle room here, but I think I'm at the cusp of a discussion about relative or absolute sizes in construction, etc.   
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Cestusrex

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Re: Size of a Lance
« Reply #37 on: June 30, 2012, 10:20:03 AM »

You're right, DM.  AeroTech is the red headed stepchild of BT.  The rules seem arbitrary and/or just don't make sense.  But when it comes to comparing ship construction in BT to ship construction in RL it sadly seem very similar.  In most countries even to this day, and that includes the US, ship design and construction is considered as much an art as it is a science.  Just look at the US amphib carriers.  They were designed to handle a certain amount of a certain type of Marine amphids.  Now, with the new LCS classes, you have ships with modular (can you say OmniShip?) bays that can be step up to handle amphibs, cargo, helicopters, UAVs, or as hospital facilities.  The computers are even modular so they avoid the old problem of having to remove and replace systems that were hardwired into the ship and were obsolete even before they were installed.  Of course this means we are more advanced now then in the 3000s era of BT, but we're also more advanced when it comes to cannons, missiles, speed of aircraft, etc........ so don't let it bother you too much.
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Dread Moores

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Re: Size of a Lance
« Reply #38 on: June 30, 2012, 04:20:39 PM »

Bother me? Nah. I found my solutions up above. I think it's a shame that it isn't addressed (or wasn't addressed when the TW ruleset was released), as it makes a lot more difficult on homebrew campaigns, especially since mercs seem to be very popular for that. Mercenary transport is terrible, especially when you consider that mercs may easily be stuck in horrible bay conditions for months, not weeks.

I have the same solution to this that I have to the absolutely horrible characterizations of various personalities found in the early BT novels (versus sourcebooks of the same era, which provide a much more detailed and interesting picture). I ignore the shit out of it. :D
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Halvagor

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Re: Size of a Lance
« Reply #39 on: June 30, 2012, 05:04:16 PM »

Bother me? Nah. I found my solutions up above. I think it's a shame that it isn't addressed (or wasn't addressed when the TW ruleset was released), as it makes a lot more difficult on homebrew campaigns, especially since mercs seem to be very popular for that. Mercenary transport is terrible, especially when you consider that mercs may easily be stuck in horrible bay conditions for months, not weeks.

I have the same solution to this that I have to the absolutely horrible characterizations of various personalities found in the early BT novels (versus sourcebooks of the same era, which provide a much more detailed and interesting picture). I ignore the shit out of it. :D
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Bad_Syntax

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Re: Size of a Lance
« Reply #40 on: July 01, 2012, 09:00:14 PM »

I did some math on Wolf's Dragoon's Zeta battalion from 3028 a couple days ago.  Came to the conclusion for sustained operations, with an hour of combat a day, about 3300 tons of ammunition.  Logistics absolutely *destroys* most units in the game.  In fact, if I was to play a campaign, I would have absolutely NO units with ANY ammunition whatsoever, and all units would be fusion powered.

So assuming techs don't have to deal with ammo and such, my thoughts on a lance would be:

4 Mechs, 1 squad of technical personnel in 2-3 supply vehicles with parts (not little ones, at least 20+ tons each).
2 Fighters, 1 squad of technical personnel, 2-3 supply vehicles with parts, perhaps more with all the various bombs
12 Vehicles, 1 squad of technical personnel, crew members are all techs as well so less support is required.  At least a lance, if not far more for supply vehicles.  Also, if its artillery you can double or triple the support units.

Mech and fighter pilots don't have "security", but the vehicle company (at least 30+ personnel) will have at least 1 crewman per tank awake 24/7 "scanning" and monitoring higher command radio frequencies.  This is the way the modern militaries do it as well. 

If mechs are deployed and must "rest", they'd be provided with security, but most likely they'd return to a FOB or collection area for the night, perhaps company in size, so security could be provided as a vehicle company.  Worst case, 1 pilot in each lance will stay up all night (taking turns, perhaps 2 hour shifts) keeping an eye out.

BT never really mentions logistics.  I think mech bays don't have "supplies", but each has about 2 bunks for technical personnel.  Leopards, Unions, Overlords, and other mech-only dropships have very little cargo, as they carry mechs into combat and don't really support them after.

I would think every Union, or at least Overlord sized vessel carrying troops, has a Mule with supplies nearby, maybe even still in orbit shuttling down supplies as necessary.

The US Military has about 9 non-combat personnel per combat soldier.  Other countries have less than that, in some cases less than 1 per combat soldier. 

Also, those infantry platoons in all the dropships may not all be carrying weapons, but could be support personnel instead.

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Dread Moores

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Re: Size of a Lance
« Reply #41 on: July 01, 2012, 10:13:58 PM »

I did some math on Wolf's Dragoon's Zeta battalion from 3028 a couple days ago.  Came to the conclusion for sustained operations, with an hour of combat a day

That's some seriously sustained combat. For real world set-piece battles, maybe not. For BT? That's an eternity. With the incredibly short time per round, battles last minutes, if lucky. Even in larger conflicts post-4th SW, you see more a minute or two of intense fighting punctuated by strategic movement afterwards. In many cases, I'd imagine those forces just fall back to be replaced by others, if possible.
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Bad_Syntax

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Re: Size of a Lance
« Reply #42 on: July 02, 2012, 04:24:04 PM »

I did some math on Wolf's Dragoon's Zeta battalion from 3028 a couple days ago.  Came to the conclusion for sustained operations, with an hour of combat a day

That's some seriously sustained combat. For real world set-piece battles, maybe not. For BT? That's an eternity. With the incredibly short time per round, battles last minutes, if lucky. Even in larger conflicts post-4th SW, you see more a minute or two of intense fighting punctuated by strategic movement afterwards. In many cases, I'd imagine those forces just fall back to be replaced by others, if possible.

Yeah, in BattleTech game terms, however the 4th Succession War Atlas's (and other books) mention battles lasting hours.  I was overdoing it, but I'd rather have a ton of AC20 rot, than carry a 14 ton paperweight.

Many modern vehicles are even less, 6 TOWs in a Bradley, 43 120mm rounds in an M1, 16 hellfires on an Apache, etc.  Some are more however, 900 25mm rounds in a Bradley (one could say that is 45 bursts I guess tho, so it still kinda works). 

But take a mech with an AC20, it will pretty much go through at least 1 ton of ammo engaging 1 mech, if not 2.  Now, if you get in 5-6 fights your looking at 12 tons of ammo needed.  That is for 1 mech, 40 of them may easily use 500 tons a day, PLUS they have other ammo dependent weapons that are consuming too, so it isn't too far fetched or hard to wrap your head around.

Ammo dependency, if an option, should always be ruled out IMO, even if some versatility is lost.  Artillery being the one exception.
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Halvagor

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Re: Size of a Lance
« Reply #43 on: July 02, 2012, 05:46:58 PM »

Real field-fighting militaries can get away with seemingly-light ammo loads because they tend to have dedicated combat service support elements in vehicles which can go anywhere the combat vehicles can go, at the same speeds.  Supply convoys exist for a reason.  Plenty of Main Battle Tanks have only 20-40 main gun rounds available at any point in time, as "hours-long-battles" doesn't necessarily mean every unit was constantly fighting for hours.  There's almost always time for supply & ammo runs.  In this sense, BT does an okay job of depicting the "brief moments of terror" in battle -- those times when people are actually shooting. 

Of course, the military forces listed for BT units & militaries almost never mention support vehicles, with a handful of exceptions (MASH trucks, coolant trucks, Mobile HQs, and similar) but if we expect the BT units to behave anything like modern-day militaries then each regiment probably has a non-combat battalion with all the supply & maintenance types which are needed to keep forces fighting in the field.  These have occasionally appeared in the fiction, but only rarely (Wolves on the Border has a few mentions of this sort of unit, as one example), and even less commonly in sourcebooks other than noting that some units have great tech support (Kell Hounds) while others are terrible at it and often have broken-down equipment.
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Re: Size of a Lance
« Reply #44 on: July 02, 2012, 08:32:11 PM »

I put this spreadsheet together for Zeta Battalion, as it has all elements listed in the Wolf Dragoons source book.

You will see I made several assumptions as to what heavy replacemnt parts would be carried, based on what Mechs are deployed. I would be interested to see what others think of my assumptions, as I have never played a long table top campaign.

This spreadsheet is for an solid week of fighting.
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