Mute Bystander | 06 Oct 2015 5:23 a.m. PST |
This thread TMP link reminded me how "logical" my small unit efforts were for games like Dirtside S 2 where I tried to make sure my APCs/IFVs actually could carry intact sections/squads of a platoon/company. When you have rules that let/force you to design the vehicles and infantry is involved for platoons/companies do you 1) concern yourself with the "realities" of troop capacity and design vehicles to carry your troops at 100% TO&E strength 2) Do you handwave the odd trooper or two ("he sits on the floor/rides on top") 3) do you shortchange a Fire Team/section an appropriate number of figures because "no one is ever at 100% TO&E" 4) some other (please explain) Edit: posted "complaint" to request correct title typo and accidental link to fantasy… |
MajorB | 06 Oct 2015 5:27 a.m. PST |
1. Usually. But it would all really depend on the design philosophy of the force you are putting together… EG: Maybe they are quite happy for the vehicle to be smaller but have some guys "tank riding" on top? OR You can fit everybody in but there won't be any spare room for kit bags and other stuff … |
Jozis Tin Man | 06 Oct 2015 5:35 a.m. PST |
There should be some relationship between the dimount MTOE and the capacity of the carrier. That does mean that you cannot get some wierdness, like 2 squads split over 3 carriers. For a real world example, see this discussion of a Bradley Fighting Vehicle platoon: TMP link |
Extra Crispy | 06 Oct 2015 5:43 a.m. PST |
1 Sort of. I simply assume one transport carries one squad. Just becasue our military makes transports in the wrong size doesn't mean in the future we hve to make the same mistakes. But if I only want 3 vehicles in the scenario and I have a leftover command squad then I usually go with 2). And I design forces for scenarios, not "TO&Es." |
Mute Bystander | 06 Oct 2015 5:43 a.m. PST |
Jozis Tin Man – that link is in the OP which I assume you read completely before posting. Just saying… Edit: Not that I have ever responded before reading imbedded links… |
Mute Bystander | 06 Oct 2015 5:48 a.m. PST |
I realized that I usually do Dirtside 2 in 3mm/6mm but sometimes 15mm. Anyone concerned themselves with this aspect of a game in 25+mm Sci-Fi games? |
Extra Crispy | 06 Oct 2015 6:30 a.m. PST |
I generally find figure scale makes no difference to using various rule sets so long as you keep all measurements the same. Example: I play Flames of War in 6mm. I keep everything the same. Works just fine. Vehicles are smaller so in 15mm you may catch the corner of a tank with a barrage that misses in 6mm, but since it cuts both ways, no harm no foul. You do learn to disperse though – in 6mm you can wipe out a lot more vehicles in a column on a road! |
Lion in the Stars | 06 Oct 2015 7:19 a.m. PST |
I design my vehicles to carry a full squad, sometimes including additions. (Like the USMC's EFV carrying 17, a full squad of 13 plus 4 add-ons). |
Weasel | 06 Oct 2015 1:33 p.m. PST |
In most games, it's "one squad" and we don't fuss over it. If there's a specific capacity listed in the rules, then the squads gotta fit that. |
Legion 4 | 08 Oct 2015 12:03 p.m. PST |
In the real world, everything has an ACL … Allowable Cargo Load. In many games it's the same. As Weasel noted … |
Oberlindes Sol LIC | 15 Oct 2015 11:58 a.m. PST |
I have played a lot of Striker, GDW's rules set for ground forces for Traveller published about 1983. I usually designed grav AFVs (gcarriers, in Traveller nomenclature) to hold complete squads, typically 2 4-man fireteams. I assumed that no one other than player characters would ride on the roof of a grav vehicle. This system worked out pretty well on the game table. --Glenn |