TOE/Archive

10 posts ยท Sep 7 2001 to Sep 10 2001

From: Roger Books <books@m...>

Date: Fri, 7 Sep 2001 09:58:09 -0400 (EDT)

Subject: TOE/Archive

I'm getting ready to order DS from KR, and want to order some mini's to start.
I'd like to do a combined force (don't ask me for a definition for that) based
around
Hover-vehicles.

Unfortunately I don't have a decent TOE, "Hammer's Slammers" seems to have
dissappeared in the last move or when a girlfriend moved out. I was going to
go to the archive for hints but can't seem to get to people.canoe.ca.

Does anyone have any suggestions about what I need for a starter force for DS?

TIA

From: Laserlight <laserlight@q...>

Date: Fri, 7 Sep 2001 11:29:30 -0400

Subject: Re: TOE/Archive

archives are under www.warpfish.com/jhan

> girlfriend moved out. I was going to go to the archive

From: Ryan Gill <rmgill@m...>

Date: Fri, 7 Sep 2001 12:46:32 -0400

Subject: Re: TOE/Archive

> At 9:58 AM -0400 9/7/01, Roger Books wrote:

Do you want a Cav force or Mech Inf Force or Armoured force?

Mixing is usually good for force strength. The question is how many do you
want? Company sized? Btn Sized?

Start with the basic US/Brit/German Model and assumes about size 3/4
vehicles.

1 mech platoon is 4 MICVs 1 tank platoon is 4 Tanks.
1 Arty Bty is 6 SPG/Hs but those are often broken down into 2 track
maneuver elements. Sometimes 3 sometimes 4/2.

Companies usually are comprised of 3 platoons of combat units and a command
element, though some dispense with this in DS.

Figure in some sort of scout platoon unit made up of either 4-6
tracked/armoured vehicles or 6-8 light vehicles (wheeled/hover).

Don't forget organic and inorganic assets like the following. (some are more
optional than others)

1 command vehicle of some sort for the table top 1 Counter Battery vehicle for
the artillery unit a platoon of engineers in APCs or MICVs. Air defense
vehicles, figure 1 per company, plus one for the artillery or command
elements.

an armoured recovery vehicle (for recovering damaged vehicles) an armoured
earth mover or tank with a blade. (for digging fighting positions) a platoon
of ambulances either apcs or light vehicles. a mobile of fixed aid station.

I personally have for one integrated force

1 coy of med armour 14 tanks
1 coy of mech infantry 15 MICVs w/1 light RAM mortar bty on 3 APCs
1 Scout company with 12 wheeled vehicles and attached dismounts 3 Armoured
Recovery Vehicles.
2 AEV w/ blade One with a Demolition gun the other with engineer type
stuff 4 APCs for Engineers 4 Mine laying vehicles 4 tracked cargo vehicles for
ammo carriers 15 or so trucks 3 cmd posts 2 CBR elements 2 Med Artry btys (4
each)

From: mrUseless <mruseless@h...>

Date: Sat, 8 Sep 2001 07:44:33 -0600

Subject: RE: TOE/Archive

Here's a summary of the TO&E from the Slammers:

Sec I: HQ Battalion a) HQ: Col Hammer, staff, battalion officers, sattellite
launch and maintenance, finance, security. 153 effectives. b) Maintenance: 3
tank and 6 combat car transporters. 212 effectives. c) Communications: 143
effectives. d) Medical: 60 effectives e) Supply: 143 effectives f)
Intelligence: Imagery Interp and Mind probe units. 84 effectives. g)Transport:
312 men, 288 air cushion trucks.
h) Combat Engineers: 3-16 man platoons, each on a pair of tank-chassis
Engineer Vehicles. 50 effectives. i) Recreation: Variable from world to world.

Sec II: Combat Cars 8 companies, each of 1 command car and 4 line platoons.
Each platoon of 1 command car and 5 combat cars. 100 effectives.

Sec III: Tanks 4 companies, each of 1 command tank and 4 line platoons. Each
platoon of 4 tanks. 36 effectives.

Sec IV: Infantry
4 Companies, each of 4 platoons. Each platoon of four 10-man line
squads,
two 2-man tribarrel teams (jeep mounted), one 2-man 100mm mortar team
(jeep
mounted), and a command element. All but heavy weapons on 1-man
skimmers. 202 effectives.

Sec V: Artillery
3 batteries of 200mm self-propelled rocket howitzers. Each battery of 6
tubes, 1 command car, and 2 munitions haulers. 37 effectives.

Sec VI: Replacement 1500 men, 10 tanks, 25 combat cars, 100 trucks. Combat
personnel trained on site, acting as extra drivers, loading crews, camp
police, and firebase security until sent into combat to fill casualty losses.

Hope this gives you some good ideas! By the way, Hammer's Slammers is no
longer in print, but the various essays are now under new titles by Baen: The
Tank Lords, The Butcher's Bill, and Caught in the Crossfire.

Eric

http://members.home.net/mruseless

> -----Original Message-----

From: Glenn M Wilson <triphibious@j...>

Date: Sat, 08 Sep 2001 12:50:46 EDT

Subject: Re: TOE/Archive

On Fri, 7 Sep 2001 09:58:09 -0400 (EDT) Roger Books
> <books@mail.state.fl.us> writes:

The beautifully listed TO&En of Hammer's Slammers was great but are you
strictly looking for Hammer's force and contemporaries only? Are you open to
other genre of SF?

If yes - How big?  Do you want two sides or one of a certain point value
to match in one:one neo-gladiator style games?  Do you want a
scenario/campaign driven groups of forces?  Is technological diversity
an important factor? Should TO&E's vary dramatically? Should high tech
forces be smaller numerically at squad/platoon/company level?

Gracias,

From: Roger Books <books@m...>

Date: Sun, 9 Sep 2001 12:16:55 -0400 (EDT)

Subject: Re: TOE/Archive

> On 8-Sep-01 at 12:52, Glenn M Wilson (triphibious@juno.com) wrote:

No, I'm not trying to recreate a piece of the Slammers. I'm just trying to get
an idea of what a reasonable force would be for playing a side in a battle. My
table is 3 feet by about 7 feet (hollow core door.) Currently I have stuff
from SJG, 4 heavy tanks, 6 GEV's, 2 light tanks, 2 mobile artilly, 1
Superheavy and 5 stands of infantry. Oh, and a MK III.

It's nice, but I like the looks of the DS/Future Wars stuff so want
to assemble a decent DS force that can be used against the SJG in a pinch. I
don't have the rules yet so points mean little.

So far I've ordered 4 Heavy Hover Tanks and 5 hover APC's along with 24
infantry. Definately not enough but a start.

From: Glenn M Wilson <triphibious@j...>

Date: Sun, 09 Sep 2001 20:43:35 EDT

Subject: Re: TOE/Archive

I don't see any Aerospace units?

On Fri, 7 Sep 2001 12:46:32 -0400 Ryan M Gill <rmgill@mindspring.com>
writes:
> At 9:58 AM -0400 9/7/01, Roger Books wrote:

From: Ryan Gill <rmgill@m...>

Date: Mon, 10 Sep 2001 10:41:33 -0400

Subject: Re: TOE/Archive

> At 8:43 PM -0400 9/9/01, Glenn M Wilson wrote:

Oh, that's different. Thats fleet Air Arm...  ;-)

4 Ground attack fighters
1 Gunship (see http://www.mindspring.com/~rmgill/minis/ds2/dsnw.html)

I guess I forgot the Vertical warfare stuff too.

I have 14 Med Utility/transport VTOLS
3 Heavy lift VTOLS (+1 awaiting delivery and processing at the depot)
2 light scout VTOLS 4 Med Attack VTOLS

This allows for a basic vietnam style game if needed. I shuffle infantry units
over to the Utility VTOLS for air mobile operations. The Heavy lift units
accomplish the insertion of supplies and support.

From: Don M <dmaddox1@h...>

Date: Mon, 10 Sep 2001 10:44:43 -0700

Subject: Re: TOE/Archive

[quoted original message omitted]

From: Ryan Gill <rmgill@m...>

Date: Mon, 10 Sep 2001 14:35:45 -0400

Subject: Re: TOE/Archive

> At 10:44 AM -0700 9/10/01, Don M wrote:

Heh...  TM 9-3305, Principles of Artillery Weapons... An 80's era
classic given to my by a very nice Red Leg Col. My first introduction
to what was planned for the M109-A6.

You're not going to sic the Army's Copyright folks on me are you?