Hello all,
So, I seem to have run into a bit of analysis paralysis when it comes to
organizing my new battlesuits. I recently secured 21 of the Clix Mechwarrior
RAvager Battlesuits and am trying to organize them into a believable unit.
They are all bigger than a regular power armor with the pilot enclosed
completely inside the body (a slight scale deficiency, but not by much) and
are armed with what, in scale, looks like a 20-30mm gatling and a pair
of heavy missiles.
This makes each of them more of a really light combat walker, which is where I
am having my problem. I am considering running them in platoons of 9 broken
into sections of 3. This gives me two full platoons with a command section of
3.
Any other ideas?
-Eli
I think you "Could" go by the Heavy Gear orbat They too are bigger suits with
a pilot but not as big as say a Battlemech.
Don
[quoted original message omitted]
> At 6:40 PM -0800 11/25/08, Eli Arndt wrote:
and
> are armed with what, in scale, looks like a 20-30mm gatling and a pair
Take a page from British WWII Carrier and Recce tactics and staff tables.
Break them into larger groups that can be subdivided as situations dictate.
Call them Troops and the walkers their mounts. In theory they're fast and can
work like cav.
That way you can use them for scouting/screening
work which is probably what they'd be good for in a mechanized force.
So x2 troops of 8. each has 1 officer, one sgt and 6 corporals (they're
technical devices, so you gotta pay more than regular infantry rates)
In a troops of 8, you can break them into 2 sections of 4, (lt, sgt, 6
corporals or lance corporals if NAC). Or four detachments of 2 (x1
lt/Cpl, x1 sgt/Cpl, x2 Cpl/LCpl).
Plus you'll have a support section of 4 walkers which you could modify to have
mortars or some other sort of longer ranged support weapon plus a commander
for the squadron.
If you go with 2 troops of 10, you can break it down a little differently, but
if you're doing scouting, you want to be able to break down and down into
smaller sections as you go. Minimum is 2 walkers.
Attach as part of their structure some track or hover based trucks for both
supply, long range transport and support (figure a mortar team or something
for heavy fire support). Make sure those support elements can keep up or
mostly keep up.
I'd prefer a 12 walker troop, but you're stuck with 21 figures so that's
basically that.
Ryan,
More suits is not out of the question, so I appreciate any organizational
assistance. Does their firepower factor into your idea at all? I keep thinking
that too many of them in one unit might be considered overkill.
I had already worked in a plan for transports and support, though I had
considered making their transports their support carriers as well as I didn't
see the transports coming directly into combat, but if they carried some
advanced light rocket artillery they could easily hang back and toss out
rocket motor support to the suits.
-Eli
> At 8:04 PM -0800 11/25/08, Eli Arndt wrote:
If you're treating them like infantry, you have an issue. Their weapons are
all larger than infantry weapons, so FP as a factor for infantry fire, you
have an issue (I'm not sure if we're talking SG or DSII here), 21 vehicles is
probably too many for a SG game though.
With the idea that you have flexibility of
sections/troops/squadrons, you can be flexible on
what fire you bear on a target. You'll have to figure on making those splits
and designating the section leaders (pips and chevrons on the underside of the
bases?).
> I had already worked in a plan for transports and support, though I had
I'm a greeblies sort of fellow. I prefer to know what's part of the
organization. It does allow you to factor in objectives for defensive
engagements and the like where you'd have a need for replenishment. 1 Truck
with recovery gear, and perhaps some lighter transports for consumables.
Unless your normal recovery vehicles are setup for lifted carry, you'll have
to figure that walkers will need a different sort of recovery and transport
than a conventional recovery track or truck normally comes in (you can't
really tow a legged vehicle).
> More suits is not out of the question, so I appreciate any
Which may be okay if they serve as the core of a shock unit. I can picture
their use on the table already.:)
If you classify them as Size 1 vehicles they won't be that scary as SG2
vehicles, as you probably know, tend to get zapped easily when facing
"standard" infantry forces. Probably better to just class them
as Heavy / Slow PA suits with RFAC1 and two heavy missiles.
Damo
As these are light vehicles, how about platoons of 4 or 5?
Michael Brown mwsaber6@msn
--------------------------------------------------
From: "Eli Arndt" <emu2020@comcast.net>
Sent: Tuesday, November 25, 2008 7:40 PM
To: <gzg-l@vermouth.csua.berkeley.edu>
Subject: [GZG] Help Organizing Battlesuits
> Hello all,
> where
Didn't think PA could carry vehicle class weapons. Been a bit since I've
looked through the ol' Stargrunt rules. Though I don't play Stargrunt
normally, I do like to keep SG stats handy for my stuff, just in case. The
heavy PA idea might work. I had originally envisioned them as being clunkier
PA for a power that hadn't quite got the miniaturization of the components
necessary for the armored space suit style of PA or who decided to avoid
building them that way.
If I run them as PA, doesn't that then mean they are bound by the squad rules
and don't the rules sorto f break down when you are using squads of heavy
weapons?
-Eli
> On Wed, Nov 26, 2008 at 11:04 AM, Eli Arndt <emu2020@comcast.net> wrote:
The
> heavy PA idea might work. I had originally envisioned them as being
Infantry walkers have some utility beyond being oversized (and overly
vulnerable) power armor. Most importantly, they can carry weapons and
equipment that ordinary PA can't. They also have dexterity (for
example, for engineering and loading/unloading transports) that
conventional vehicles lack. In extremely rough terrain, conventional vehicles
(except perhaps GEV and grav if available) simply aren't
useful. Infantry walkers are also the only non-infantry that can be
orbitally inserted. So they're specialist units rather than tanks or scout
cars with legs.
I've been thinking about how fights in low or microgravity
environments would go-- if the terrain was airless then GEV wouldn't
be practical and if grav isn't available then in a rough environment a bipedal
vehicle might have some advantages. But I haven't thought this one all the way
through yet.
My DS force contains several infantry walkers. The PSB is that their limbs can
fold to fit a standardized infantry transport module, so they can be mixed
into infantry groups of four power suits, 8
space-suited hardshell troopers or one infantry walker on an ad hoc
basis if required. I use engineer walkers and also some heavy weapons models
expressly designed for orbital drops.
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Gzg-l@vermouth.csua.berkeley.edu
http://vermouth.csua.berkeley.edu:1337/cgi-bin/mailman/listinfo/gzg-lFor
a take on 'infantry combat walkers' in SG2, from a rules perspective, take a
look at:
http://www.stargrunt.ca/vehicles_equipment/sg2_exposed_weapons/sg2_expwp
ns.htm
http://www.stargrunt.ca/vehicles_equipment/sg2_walkers/sg2_walkers.htm
These Adrian and I came up with because we both had larger old school heavy
gear figures that we use in singles or pairs to support infantry units. They
are pretty highly mobile and heavily armed for their size, but much of their
weaponry is not under armour, making it more vulnerable to damage.
> On Wed, Nov 26, 2008 at 11:04 AM, Eli Arndt <emu2020@comcast.net> wrote:
It's your game do what you wanna do.:)
Perhaps *this* RFAC/1 is.50 caliber firing some PSB core ammo ...
instead of a "more conventional" 20mm - 30mm shooting HE / AT / HEAT /
HEAP / Whatever.
> If I run them as PA, doesn't that then mean they are bound by the
To a point -- you'll want to follow the basics to be sure. The squads
may be small so give them a FP4 (so you're three man squads will be able to
throw d12s). FP3 is normally the highest. Perhaps allow the
player to switch modes so they can fire either anti-people or
anti-vehicle rounds.
This combined with Vet+ troops is something to be feared and would
probably be deployed in small numbers due to expense, training, etc.
In the end you just gotta try it and see what feels right.
I always used the vehicle cohesion distances for PA
Michael Brown mwsaber6@msn
--------------------------------------------------
From: "Eli Arndt" <emu2020@comcast.net>
Sent: Wednesday, November 26, 2008 9:04 AM
To: <gzg-l@vermouth.csua.berkeley.edu>
Subject: Re: [GZG] Help Organizing Battlesuits
> Didn't think PA could carry vehicle class weapons. Been a bit since
The
> heavy PA idea might work. I had originally envisioned them as being
A lot of good stuff in this thread. Thank you very much for the input. So, I
think I am going to go with platoons of 4, this allows them to break down into
2's if need be. A company would then be made up of 4 Platoons with a command
section made up of 4 for a total of 24. This leaves me with an extra
un-used unit that I can convert to some sort of support role or hold on
to until I can get more.
Now I just need to investigate support vehicles for them. Perhaps some of GZGs
new 15mm offerings will do the trick?
This will provide me with a pretty cool all-combat walker force to
field. We tend to play on the company level so this shouldn't be too much
trouble.
> A lot of good stuff in this thread. Thank you very much for the input.
So, I
> think I am going to go with platoons of 4, this allows them to break
Still not quite clear if you're using these for 6mm or 15mm?
15mm there Jon.
"Still not quite clear if you're using these for 6mm or 15mm?
Jon (GZG)"
> 15mm there Jon.
Ah, OK - in that case, I'd suggest the Wombat logistics flatbed if
you want a hover support vehicle, or if you prefer wheeled then
either the Phalanx logistics variant or the new Bulldog open-back
truck; if you choose the Wombat or Bulldog, you can fit the same crane boom as
the Phalanx, because we sell these separately as
V15-ACC13.
Jon (GZG)
> "Still not quite clear if you're using these for 6mm or 15mm?
Awesome! Would either of them fit a rocket pod or anything so they could
function as rocket mortar support vehicles too?
[quoted original message omitted]
I don't suppose you have the dimensions of those flatbeds so I can figure out
how many I'd need for my transport?
-Eli