Post reply

Warning: this topic has not been posted in for at least 120 days.
Unless you're sure you want to reply, please consider starting a new topic.

Note: this post will not display until it's been approved by a moderator.

Name:
Email:
Subject:
Message icon:

shortcuts: hit alt+s to submit/post or alt+p to preview

Please read the rules before you post!


Topic Summary

Posted by: Father Tim
« on: May 09, 2020, 06:15:32 AM »

That is what I meant to ask, do boarding parties need supplies or is it assumed as the combat is so much shorter it wont be an issue.

None of my test boardings ever ran out but don't think they were ever long enough


Ground units carry sufficent supply for ten rounds of combat -- whether those rounds are eight hours or ten minutes.  Units that run out of supplies fight at one-quarter effectiveness.

And it looks like that at the moment units only draw new supplies from LOG units during combat, so they won't refill after the fighting stops.
Posted by: Ehndras
« on: May 09, 2020, 12:04:32 AM »

Haven't seen anyone run out despite never bringing logistics infantry, so probably not necessary.
Posted by: Vasious
« on: May 08, 2020, 11:58:10 PM »

Except boarding combat happens in 30-second rounds, just so you know when it comes to setting up your Marine boarding parties!

Do we know how that effects supply




Supplies are burned through (8*60*(60/30)) nine-hundred-and-sixty times faster. . . assuming Steve coded boarding combat to use supply rules at all.  Or, more precisely, the combat rounds are 960 times faster.  Boarding combat is probably over (one way or the other) in twenty rounds (ten minutes) max.

That is what I meant to ask, do boarding parties need supplies or is it assumed as the combat is so much shorter it wont be an issue.

None of my test boardings ever ran out but don't think they were ever long enough
Posted by: Ehndras
« on: May 08, 2020, 11:24:45 PM »

All data on this post was lost during patching and should be assumed inaccurate.

Apparently I've been playing 1.5.1 and not 1.9.0. *facepalm*
Posted by: Father Tim
« on: May 08, 2020, 05:51:11 AM »

Except boarding combat happens in 30-second rounds, just so you know when it comes to setting up your Marine boarding parties!

Do we know how that effects supply


Supplies are burned through (8*60*(60/30)) nine-hundred-and-sixty times faster. . . assuming Steve coded boarding combat to use supply rules at all.  Or, more precisely, the combat rounds are 960 times faster.  Boarding combat is probably over (one way or the other) in twenty rounds (ten minutes) max.
Posted by: Vasious
« on: May 08, 2020, 12:23:40 AM »

Except boarding combat happens in 30-second rounds, just so you know when it comes to setting up your Marine boarding parties!

Do we know how that effects supply
Posted by: Ehndras
« on: May 07, 2020, 08:01:41 PM »

Except boarding combat happens in 30-second rounds, just so you know when it comes to setting up your Marine boarding parties!

Oh! Yeah, that was my mistake. Though ALL troop combat used 30 second intervals. Thanks mate
Posted by: Garfunkel
« on: May 07, 2020, 07:56:43 PM »

Except boarding combat happens in 30-second rounds, just so you know when it comes to setting up your Marine boarding parties!
Posted by: Ehndras
« on: May 06, 2020, 05:17:57 PM »

I can't take credit for the 5-ton thing as that's the size of infantry with Personal Weapons and Steve used them as Imperial Guardsmen in his test campaign so that's why many players go with 5 ton = 1 soldier.

As to the rest, I think you're taking things too literally. A single combat round is 8 hours. That means that if you take the number of shots literally, your rifle can shoot once per 8 hours, and CAP still only shoots 6 times in 8 hours. Clearly, the number of shots isn't meant by Steve to be literal but rather figurative. CAP is also 12 tons whereas PW is 5 tons. Does that mean it's 2 men and a big gun or does it mean that it's a really big guy with a really big gun? Nothing actually defines them. Even the tonnage is just how much volume it takes to transport them.

So as long as your thing has an inner consistency to it and fits your story, the details outside of it don't really matter that much.

Gotcha. Didn't realize GC takes 8 hours per engagement. Yeah, that complicates things.
Posted by: Garfunkel
« on: May 06, 2020, 04:28:18 PM »

I can't take credit for the 5-ton thing as that's the size of infantry with Personal Weapons and Steve used them as Imperial Guardsmen in his test campaign so that's why many players go with 5 ton = 1 soldier.

As to the rest, I think you're taking things too literally. A single combat round is 8 hours. That means that if you take the number of shots literally, your rifle can shoot once per 8 hours, and CAP still only shoots 6 times in 8 hours. Clearly, the number of shots isn't meant by Steve to be literal but rather figurative. CAP is also 12 tons whereas PW is 5 tons. Does that mean it's 2 men and a big gun or does it mean that it's a really big guy with a really big gun? Nothing actually defines them. Even the tonnage is just how much volume it takes to transport them.

So as long as your thing has an inner consistency to it and fits your story, the details outside of it don't really matter that much.
Posted by: Ehndras
« on: May 06, 2020, 02:59:17 PM »

Garfunkel: I like your 5 ton per man concept! Will definitely take that into account.

The trouble with PW vs CAP vs AC is that all PW are single-fire, while CAP are 6-shot-per-round, and AC are 3 round. With that in mind, it doesn't make much sense to use even PWI as MG analog since they lack the sustained fire necessary to provide suppression. If an MG goes "plink!" its not doing its job. Decided on MG - CAP specifically for the rate of fire :)

Also keep in mind the real-world Marines still use 40mm Mk-19 Automatic Grenade Launchers as crew-served anti-personnel systems, often classified as heavy machine guns. Actually, that would fit the HCAP fire rate far better than your stereotypical "I press this, bullets go WEEEEEE, bad guys hide!" MG.

Here, found a citation from retired Navy Seal Stewart Smith who apparently freelances these days.

https://www.thebalancecareers.com/marine-corps-enlisted-job-descriptions-3345316

"The Marine Corps Infantry Machine Gunner — MOS 0331 — handles large machine guns in direct combat. Also known as 31’s by their infantry platoon mates, these heavy machine gunners specifically handle the 7.62mm medium machine gun, the 50 caliber and 40mm heavy machine gun, plus their support vehicles."

Got a few solid templates in progress including a prototype Mechanized Infantry Regiment and a stab at a Fire Support Base or FOB, depending on how big it gets.

Just about done with the 2nd pass on naming and arming all available units up to super-heavy multi-role "Liberty" main battle tanks sporting simultaneous HCAP, Autocannons, and heavy AT; the "Unity" medium tank destroyer with  medium AT and either HCAP/M-AC; the "Assassin" LR Mobile Artillery and static battery emplacement variant; and the Munin Motorized Recon (FFD on a light chassis). Also, for the fun of it, I've parked the Commander's Personal Vehicle (light HQ) in every major template for the sheer RP value. This is what I get for watching Van Damme movies as a kid, remember that one about escaping a Russian gulag by knocking out an officer and stealing the Commandant's rolls royce, or whatever it was?

Trying to give different element sizes the right flavor distinction. Infantry AA sounds weird since actual infantry would use MANPAD AAMs like the FM-92 Stinger, though douche-with-a-MANPAD and literal AA turret-mounted Technicals have been used among actors with limited armament availability. Nothing quite like stripping and effectively welding some old-school towed artillery or a light aa to the back of a truck, or just riding around with an RPG/TOW in the back seat.

The idea behind using technicals is to simulate grassroots Colonial insurgency against both Human and Xeno dominion. This IS America we're talking about. Personally my mother is Brazilian and dad second or third generation Dutch-American, Army DS, served in Vietnam. Between both countries, plenty

Sure, the military will get here when they get here, and police may occasionally put up a token resistance, but we all know a Texan with an RPG in his basement, or my crazy Floridian buddy who runs a citizen militia with enough guns to supply a battalion or three... Or guys like my older brother who put in their years then became a civilian LEO while weekending with the National Guard. Ain't much against heavily-armed aliens but we all make a choice and live with it. ;) LOL I've met too many crazy bastards like myself who would balls-deep an alien invasion for the sheer magnificence and nihilistic futility of it all. Adds a whole other dimension of RP for ground combat.

My main focus, as is yours, is to tell a great story. As in all my writing, the focus is on Human psychology, behavioral patterns, and a delicate balance between community and individual perspective.

Hopefully by the third pass I'll have a properly presentable ground force, but I'm sure a 4th pass will iron out the kinks in my terrible designs :)

Posted by: Garfunkel
« on: May 06, 2020, 12:41:57 PM »

The size difference between PW/I&L and then CAP and HCAP is quite significant. So CAP are not used in LMG or SAW role.

In my Aurora 1890 game:

PWL - batons, sabres, pistols, revolvers
PW - rifles and hand grenades
PWI - automatic rifles, grenade launchers, anti-tank rifles

CAP - medium machine guns, light mortars
HCAP - heavy machine guns, heavy mortars

LAV - small-caliber AT guns
MAV - large-caliber AT guns

LB - light field guns
MB - heavy field guns
LMB - howitzers

and so on.

Also, I would disagree with 500 tons = 500 men. I would say that 5 tons = 1 man so 500 tons = 100 men.
Posted by: Pedroig
« on: May 06, 2020, 06:15:53 AM »

Now that you bring up the difference between PWs, I'm thinking maybe PW could represent service-rifle equipped riflemen, while PWI could be used for automatic riflemen, leaving CAP for actual GPMG teams.

Then again I haven't played around that much with the actual mechanics so :/

I use PWI for both AR's and Grenadiers so a typical U.S. fireteam is 2 PW and 2 PWI.
Posted by: Rye123
« on: May 06, 2020, 06:03:11 AM »

Now that you bring up the difference between PWs, I'm thinking maybe PW could represent service-rifle equipped riflemen, while PWI could be used for automatic riflemen, leaving CAP for actual GPMG teams.

Then again I haven't played around that much with the actual mechanics so :/

Posted by: Ehndras
« on: May 06, 2020, 02:59:36 AM »

For example, I've got 2 marine templates atm. The one in OP, and:

Space Marine Tactical at exactly size 100  = 1 Lieutenant, 4 MGs, 14 Rifleman. In reality that's barely over a squad, but I'd hate to add a Marine Sergeant and watch them get shot. Ehh... Actually... Since Tacticals will be for anti-boarding defense... Alright, I'll throw in a Sarge for every Tactical squad. Sorry Lieutenant. Anyway, since the minimum INF-HQ size is 10 and that carries up to 2000 troops, these are just for flavor.