By Loren Knight (Loren) on Thursday, February 20, 2003 - 01:12 pm: Edit |
So, on a side note, this is why I asked for a "Give me an example of...Carrier Opperations". Your response to that question was, in fact, logical and wise. I agree that it would cause problems. This discussion, however, has given me an idea.
A new article "What's wrong with my S8.0 Fleet...Carrier Groups."
The artical gives a discription on a Carrier group and the totals of BPV, drones and such. But it has common errors in it. Then the errors are corrected and rules are cited etc.
Heh? Now there is no establishement of presidence or any standard and we players finally get a good clearification on how the rules for carrier opperations interact (it the most complicated part of the game and also the most interesting).
OK, back to the issue at hand. I'll go over my lay out after you respond to my previous post. Oh, and BTW I am trying NOT to prepare for one type of mission. It was my mistake to not consider having to rescue a near by freighter 1000+ hexes away. I was defending the planet only not local space but I see now that that is the job at hand. I'll adjust. And forget the F5s for now.
By Andrew Harding (Warlock) on Thursday, February 20, 2003 - 02:56 pm: Edit |
Do WBP's have to be purchased for Megafighters, which cannot use them?
By Loren Knight (Loren) on Thursday, February 20, 2003 - 03:07 pm: Edit |
Alex: You are right. (J5.11) states under (S8.0) players desiring this equipement must buy it.
So, I guess that means that if I buy them I get the extras. If I don't then there is none. This situation is a little wierd in that it is (S8.0) but also isn't. In (S8.0) the general threat is known. But I am outfitting a system for the long term so it sort of isn't (S8.0).
By Loren Knight (Loren) on Thursday, February 20, 2003 - 03:23 pm: Edit |
Andrew, I would say no but if I have to purchace WBPs then I can't afford Mega-Fighters.
Hmmm, or maybe...
Let's see what SPP says about the posts so far.
By Steve Petrick (Petrick) on Thursday, February 20, 2003 - 04:53 pm: Edit |
Andrew Harding:
If we equipped the fighters entirely as Mega-Fighters (and to extent, that they initially were not is an example of how long since I last struggled with assaulting a planet, used to do it a lot (both sides, defense and offense, but that is in part because I have always been, at heart, a "groundpounder") there would only need to be warp packs for the admin shuttles and GAS shuttles. It just did not occur to me to check the mega-fighter situation.
For example, the full battalion in Y182 could be (we are assuming the early deployment of the F-16Cs to this planet for some reason, and upgrading them to Mega-fighter standards):
Ground Military Garrison: BPV 20, Commander's Option Points available: 4.
Ground Based Defense Phaser-4: BPV 14, Commander's Option Points available: 2.8
Ground Based Defense Phaser-4: BPV 14, Commander's Option Points available: 2.8
Ground Based Defense Phaser-4: BPV 14, Commander's Option Points available: 2.8
Small Ground Warning Station: BPV 22 Commander’s Option Points available: 4.4
Small Ground Warning Station: BPV 22 Commander’s Option Points available: 4.4
FIGHTER GROUND BASE OPTION #1
Small Ground Fighter Base: BPV 12, Commander's Option Points available: 2.4
Small Ground Fighter Base: BPV 12, Commander's Option Points available: 2.4
Small Ground Fighter Base: BPV 12, Commander's Option Points available: 2.4
Small Ground Fighter Base: BPV 12, Commander's Option Points available: 2.4
FIGHTER GROUND BASE OPTION #2:
Medium Fighter Ground Base: BPV 15, Commander’s Option Points available 3.0
Medium Fighter Ground Base: BPV 15, Commander’s Option Points available 3.0
FIGHTER GROUND BASE OPTION #3:
Medium Fighter Ground Base: BPV 15, Commander’s Option Points available 3.0
Small Ground Fighter Base: BPV 12, Commander's Option Points available: 2.4
Small Ground Fighter Base: BPV 12, Commander's Option Points available: 2.4
Demi-Wing of 22 F-16CM and 2 F-16EM: BPV 291, Commander's Option Points available 58.2.
Drone-armed Defense Satellite: BPV 20, Commander's Option Points available: 0
Drone-armed Defense Satellite: BPV 20, Commander's Option Points available: 0
Drone-armed Defense Satellite: BPV 20, Commander's Option Points available: 0
Drone Speed Upgrades: 88 type-IF drones on F-16CMs +88, 4 type-VIF drones on F-16EMs +2, 18 type-IF drones on Defense Satellites +18, total 108 BPV, Commander's Option Points available: 0
Warp Booster Packs for 3 GAS, and 7 Admin Shuttles +10. Purchased as part of force (J5.32), does not count against Commander's Options or add to BPV points for Commander's Options.
Total BPV is 712.
If two Medium Fighter Ground Bases were used, total BPV would be 690.4
If one Medium Fighter Ground Base and two Small Fighter Ground Bases were used, total BPV would be 701.2.
Generally Available Commander's Option Points 30.8 (assuming four Small Fighter Ground Bases), but about 3.7 points of that is pretty unusable (since each small ground base has to purchase its own Commander's Options, you cannot "pool them", and cannot purchase transporter Artillery if you do not have transporters which only the Ground Military Garrison, and small Ground Warning Stations have). You could purchase a few "trucks" which can at least be given up to satisfy casualty points even if they cannot attack in ground combat.
If two Medium Fighter Ground Bases were used (Fighter Ground Base Option #2), Generally available Commander’s Option Points would only be 27.2, and about 0.9 would be pretty unusable, i.e., not even trucks could be purchased with it.
If one Medium Fighter Ground Base and two Small fighter Ground Bases were used, Generally Available Commander’s Options Points would only be 29.
Commander's Option Points that can only be spent on fighter supplies: 58.2. Also, when considering purchases for the fighters, remember that the Small Fighter Ground Bases are "Carriers" (they have a "V" in the notes column) and so already include some supplies just for that reason, see (J4.75) and (J11.131).
As you can see, a fully grown battalion is not cheap.
By Steve Petrick (Petrick) on Thursday, February 20, 2003 - 05:33 pm: Edit |
The four Small Fighter Ground Base Option would have 30 boarding parties.
The two Medium Fighter Ground Base Option would have 26 boarding parties.
The one Medium Fighter Ground base and two Small Fighter Ground Base Option would have 28 boarding parties.
The above all assumes no additional boarding parties purchased with Commander's Options, and does not note that two of the boarding parties at the Ground Military Garrison are Heavy Weapons Squads.
In addition, if the "militia" is called out (D15.83), each Ground Base can contribute as follows (again, ignoring any additional personnel purchased with Commander's Option Points:
Each Ground Based Defense Phaser-4: 1.
Each Small Ground fighter Base: 2, but this has a caveat in that the militia are essentially the Deck Crews and you may not want to call them out until you have not got many fighters left.
Each Medium Ground Fighter Base: 4, some of which are deck crews.
Each Ground Warning Station: 2.
The Ground Military Garrison: 0.
So, in theory you could call up 15 Militia squads to support your 26-30 boarding parties, plus of course whatever additional troops you bought with Commander's Options.
Commander's Options could purchase an additional 55 boarding parties, and 19 trucks (useful for soaking up casualty points inflicted by the attacker), giving the planet a nominal strength of (assuming only the four small fighter ground base version):
85 boarding parties (two of which are Heavy Weapon Squads), 15 militia squads, three GCVs, and 19 trucks. While that looks like a lot, it tallies out to only 19.5 Offensive Combat Points (and three trucks) per hexside of the planet (we would assume that by this point any fighters or shuttles have been destroyed). It is probable by this point that the Defense satellites have been knocked down, so the force is essentially immoble, and each block of 19-20 points will be attacked and destroyed by the full available might of the attacking force one at a time.
It should, however, be clear that the number of marines that could be brought by an F5L and two F5Ks would be hard pressed to win. (Tops out at 64 boarding parties, of which six are expensive Commando Squads just to have six more to throw into the fray, six are expensive heavy weapons squads, and six were converted to heavy weapons squads giving a total firepower value of 76 for the force. But it takes time to mass it, and you are losing people to take Ground Defense Stations and Control Stations to overrun the Ground Combat Location.)
By Steve Petrick (Petrick) on Thursday, February 20, 2003 - 06:28 pm: Edit |
For those who might be courious, a force I would consider running up against a fully outfitted Battalion as noted above would be:
D5L
D5K with Mech Link Refit
D5K with Mech Link Refit
F5SB with Mech Link Refit
5xG1B+
Total BPV (with Commander's Option Items) of 704.8. Note that the F5SB is purchased under its Economic BPV in this calculation as required.
Force would have the potential to bring 88 boarding parties (of which 16 would be heavy weapons squads and eight would be commando squads), but would probably have fewer than that due to other needs, but would have a much deeper pool of Militia Squads to draw from (about 55), so it is a real threat to overwhelm the battalion.
By David Kass (Dkass) on Thursday, February 20, 2003 - 09:51 pm: Edit |
The F5 force could at least eliminate all the militia by blowing away the ground bases from space before landing any troops (as I understand (D15.8313) the ground bases can't form militia until the Klingons land troops). They'd also catch any BP that remained in the ground bases (an interesting threat--risk getting the ground bases captured or save the BP). Of course this wouldn't work if the Klingon orders were to capture the ground bases (but fighting in the ground bases will then prevent the GCV and trucks from being used).
With 5 transporters and 4 shuttles (assuming they all survive), the Klingons can land 5 + 8 BP into combat for a total of 23 combat points (13 BP + 8 from the shuttles--I'm assuming admin here, having the F5L swap one admin for a GAS might be a good idea). This could be improved by sending down 5 BP the turn before to the remote areas. A S&D mission only has a 1/6 chance of finding them--well 1/3 if it involves only GCV and the BP they can carry (really only going to happen if 2 of the GCV are at the same GCL). That'd add 5 BP to the force for a total of 28 combat points. I suspect the defender is advised at the first few sites to bite the bullet and spend the 4 casualty points to kill the shuttles by specific allocation. That will force the Klingons to land more troops in remote areas before actually launching the assault (allowing for more S&D missions).
By Loren Knight (Loren) on Friday, February 21, 2003 - 12:43 am: Edit |
Dkass, did you mean "The D5 force" or were you refering to the original attacking force?
SPP: were you going to respond to me too?
By Steve Petrick (Petrick) on Friday, February 21, 2003 - 10:36 am: Edit |
David Kass:
Uhm, I am not sure what force you are referring to.
The F5 force has four shuttles, but it has six transporters, not five (two on each F5).
The D5 Force has seven shuttles and ten transporters.
I guess you meant the F5 force, but miscounted the number of transporters . . . or . . . no, wait, you are talking about the reduced force of two F5s and an E4! Had slipped my mind due to the change in the Battalion's BPV again that the Klingons would be back to three F5s for equivalent BPV (this is the BPV before I went into looking at a nearly fully grown battalion).
As to forming militia. Yes, that is correct (cannot form them until the Klingons make their first landing attempt, OR until the defense force makes the first effort to try to take a Klingon ship). The point I was making is that under pressure the Klingons might have to start the landings before all the bases have been destroyed. The number of militia squads and boarding parties is always going to be a variable, and it is best to know the maximums so that you can start crossing them off and know if you are winning the fight, or if it is time to evacuate a failed landing.
Loren Knight:
Not sure what I am supposed to be responding to. Sorry. Did not see any "question marks" in your three missives previous to this last one.
By Loren Knight (Loren) on Friday, February 21, 2003 - 10:53 am: Edit |
Thursday, February 20, 2003 - 12:59 pm: is the first. The WBP question was answered. The first question remains unanswered.
Am I working solely under (S8.0)? Refere to: Thursday, February 20, 2003 - 03:07 pm:
And what do you think regarding the article idea? Would it be possible if approached in that way? Refere to:Thursday, February 20, 2003 - 01:12 pm:
Sorry, I can see how you would see it that way. So these are the things I was hoping you would comment on.
By Steve Petrick (Petrick) on Friday, February 21, 2003 - 03:48 pm: Edit |
Loren Knight:
I do not see anything in your February 20, 2003 12:59 pm Message that has not been answered, other than some items that appeared to be purely rhetorical.
In regards your February 20, 2003 03:07 pm, I am not sure what you are asking. If you are asking about something in regards (S8.0), your question is so broad in scope and vague in detail (if it is the question I THINK you are asking) as to be unanswerable. What, specifically, do you want?
As to an article, I had been considering that some time before others brought it up. It is formatting and details that get in the way. Obviously I might be able to extract a few things for an example of how to purchase a Planetary Defense Battalion, but the actual tactics of why this is superior to that is somewhat harder to do because we are not face-to-face to showcase our two styles.
Your fighters are "hiding behind the planet", so when would they pop out? At what range?
Things are more complex because, as I have noted, part of what is going on is that I am feeling out your understanding of various rules. An example being the T-bombs that you thought you could get. I am also trying to get your "reasoning" behind your various deployments. Some are forced (the three Ground Based Defense Phaser-4s in our working example have to cover the whole planet, necessitating their deployment on three different non-adjacent hexsides). And the problem that when you actually go to a planet and set up one of these units, you do not necessarily know what is going to show up. I tossed an F5 squadron at you to get you started, but what if the force that arrives is an Orion DW squadron? (Each, 2xrange-22 disruptors and 1xtype-G drone rack for a total BPV with Commander's Options, and assuming all drone racks are loaded with four type-IF drones, of 307.2.) No cloaking devices of course at that level.
Or what if the raid was two Klingon D5Ks (297.6 BPV assuming all drone racks are loaded with type-IF drones and including Commander's Options).
The reality is what when you occupy this planet, you have X number of drone spaces. What are they going to be? You have X number of Commander's Options, what are they going to be. You have to plan to face an eventual enemy attack that you have no idea what it is going to be when "der tag" finally arrives. How will you best hedge your bets. Sure, I have set it up that Klingons are the mostly likely aggressor force, but Orions are also possible (although, I will admit, three DWs would be somewhat unlikely, probably more likely to be a CR, DW, and LR or somthing of that nature).
And you are always going to face the problem of what if they are here to land on the planet (very likely if the attackers are Orions because they are almost certainly here for loot, somewhat less likely if the front is relatively static, or if they are on the defensive for Klingons).
The reality would be that you do not get to know what is coming and then decide what special drones you will take, or what you spend your Commander's Option Points for. You have to make those decisions six months earlier when you took command of the battalion and arrived on the planet.
And that still gets us back to what happens if three F5s do show up with the level we were currently at. You do not have to buy warp packs for the fighters that are equipped as Mega-fighters (thought that was obvious), but if the year calls for it, you need them for the shuttles and the non-mega-fighter fighters.
And it will still in some ways come back to the need to try to find out how you think the battle is going to go.
I know what I would do with the Klingons, and I know what I would do with your defense force if three F5s showed up. But comparing our two styles is hard to do without actually playing.
By Loren Knight (Loren) on Friday, February 21, 2003 - 04:25 pm: Edit |
Indeed.
Here is what I'm trying to find out:
You said on Feb. 20:
"Also, need to clear something else up. Purchasing four Mega-Fighter upgrades will cost you 14 points (versus 16 points as you thought) of Commander's Options, not 22 points of Commander's Options, the other eight points for upgrading the drones on the mega packs to fast speed is part of the cost for drone speed upgrades, a separate calculation. The upshot is that you do NOT have to give up any deck crews, the eight points for fast speed does not impact that, and in fact you have two more points of commander's Options than you thought (the difference between the 16 you calculated and the actual cost of 14) to spend."
So then I said that same day:
"OK Mega-Fighters. OK, the original proposal was that I could get F-16Cs (dispite the year) so the F-16CM would be 12 (+4 BPV x 4 upgrades = 16). If I was to upgrade streight F-16s the the cost of a F-16M is (7+3.5=10.5 and 3.5 x 4 = 14). So what do I get, F-16Cs or F-16s?
This is in reference to the statement of yours that I put in bold type. So, ultimately I am really asking that last question (in bold)because now it is in doubt. Or...is the Maga-Fighter upgrade not calculated by the "C" refit so only based on the primary fighter cost? (i.e. do you upgrade the F-16 to the F-16M THEN apply the "C" refit?)
That's the meat of what I need.
About the artical. The idea is that there is a fleet (CGB) that a player has put together but there are rules errors in how it was calculated out and other things not allowed by (S8.0)and benifites missed that are allowed by (S8.0) and senario rules. This fleet is presented and picked apart and made to fit in the rules with appropriate comments and advice towards tactical considerations and preparedness but not advice on actual tactics. Perhaps a general idea of the opposing fleet would be given but it would be about outfitting a fleet WITHIN the rules and showing how those rules interact. When it comes to carriers and fighters there is a lot of interacting rules in just outfitting your fleet. Something of this nature would go a long way towards making the whole CVB thing less intimidating. I've been playing 20+ years and love the CV part of the game but it still messes with me (as you can see).
Lastly, if I were a real Battalion Commander I would have years of general training (which, in a way I do have) and at least a month or more of specific training (which I seem to be getting now ). I've just about got this dialed in. There is not a lot of Comm. Ops. to work with so it's really not complicated. I sort of mixed up the mess when I brought in the F-16CM. Kinda took the focus off the intended course. But worth serious consideration none the less.
So, after the above question(s) is answered I'll wrap up. I generally know what my tactics will be. And they are mostly posted already. I'll write something more concise though.
By Steve Petrick (Petrick) on Friday, February 21, 2003 - 04:53 pm: Edit |
Loren Knight:
A matter of my, regretfully, being merely human (or is that subhuman?).
Going back and forth looking at things so often, even for me a mistake is bound to creep in. Sort of thought the larger overall look at a full blown battalion with all two fighter squadrons and the ground warning stations would have explained part of the mix up.
In any case, when I was looking at the Mega-fighter thing I obviously accidently when reading across the F-16C line of Annex #4 went back up a line to F-16. Your calculation of the Commander's Option Cost for four Mega-Fighter pack was correct at 16. And obviously a Mega-Fighter has no use for a Warp Pack, so you would not pay the four points for warp packs for those four fighters, but you would also lose the eight reload warp packs that you would have gotten had those four fighters had warp packs (no biggie usually, as it is seldom that spare warp packs get used in a battle in my experience, and few enough that do get back will be able to make use of one another's spares until there are no more . . . either of warp packs or fighters). The cost of the eight extra drone rails would, however, add eight points (assuming fast drones) to the total, although they do not count against your commander's options. If you were fitting them with Fast Speed drones in the transition period (say Y178), then they would count agaist your commander's options. But you are not, so they are just a BPV cost. If you were building to a set point, then you might decide to go with medium speed drones to save a few points, but you are not. You are being allowed to build to maximum value short of exceeding what is there.
As to the Ground Military Garrision. I started you working with the BASE Battalion. The existence of the GMG would allow you, in a points battle, to purchase up to 30 (15+ BPV depending on heavy weapon squads and etc.) more as part of your force. However, the base is 12 boarding parties and what you can get with Commander's Options, and that is what you have.
By Loren Knight (Loren) on Friday, February 21, 2003 - 05:22 pm: Edit |
OK, then one last thing. With commanders options rules I can buy a maximum or 10 extra BPs + two Commandos. What takes presidence, the 30 allowed by the base or the Comm. Ops. rule (10+2) when useing the Comm. Ops. POINTS to purchace them?
There is an interesting dynamic going on here. If I were speaking with some one else I would probably be less inclined to doubt my own understanding of the rules. But your words CAN have the force of rule so I find myself questioning things more.
I just reread the Mega-Fighter rules and it clearly defines that the refit is applied first then the Mega-Fighter is added. As you did reiterate. It did, however, give me an idea. There will be at least one mega-fighter.
By Steve Petrick (Petrick) on Friday, February 21, 2003 - 07:04 pm: Edit |
Loren Knight:
What takes precedence is the number of Commander's Option Points available to the unit. For the Ground Military Garrison, it is 4 points. Those four points have nothing to do with the 30 allowed to the base, the 30 allowed to the base are a limit when buying the force, not the Commander's Options.
And the number of BPs you can buy is 10+2+2, i.e., if you have the points you can purchase ten boarding parties, two commando squads, and two heavy weapons squads (cost 9 BPV), and you can convert two boarding parties (either two existing ones or two of the ten you bought) to Heavy weapons squads for a half point each, so ten BPV of Commander's Option Points nominally gives you (for space combat) the maximum amount of additional troops and firepower for those troops.
My standard for my D7K was to always spend those 10 points. Even if I was not going into a ground combat scenario. Because it might become a ground combat scenario (which is why I would convert two boarding parties to heavy weapon squads). But in space battles, I would use my four heavy weapons squads as my guards (they are no better than a standard boarding party in combat on a ship or a hit-and-run raid, but they cost more to buy), and use my other 22 boarding parties and two Commando Squads for any hit-and-run raids or attempts to sieze enemy ships, and the general defense of my own ship from such nefarious acts.
But, again, a Ground Military Garrison is a single unit and has only 4 points of its own for Commander's Option Items.
By Loren Knight (Loren) on Friday, February 21, 2003 - 07:24 pm: Edit |
So then, duh, it doesn't matter since I cannot pool Comm. Ops. and I don't have force points.
Sorry, should have figured that out myself.
OK, I'll be back.
By Steve Petrick (Petrick) on Friday, February 21, 2003 - 09:54 pm: Edit |
Yes, it is sort of like those Mega-Fighters you are getting. As noted, I simply did not allow for them in my thoughts when I tossed the basic Defense Battalion at you, and held things to the Base Battalion because I wanted to be able "back up", i.e., go back to Y165 (another reason for starting with F-4s, which would have been around, but not yet in General Service) to look at how drone speeds, lack of booster packs, etc., impact things. Probably should have gone ahead and given you the Ground Warning Stations, though (since the article in Captain's Log #22 notes that they were pretty much standard in Federation battalions from Y160). Do you want them? Would impact the situation with some significance.
And, heck, if you want (given the Y182 year date,a the fact that mega-fighters are available to the Federation from Y179), we could upgrade your squadron. But remember, if we do, while you will get more Commander's Options Points for your Fighter squadron, the increase in BPV for their drones, their Mega-Packs, and those Commander's Option Points is going to be reflected in upgrades to the attacking force. See the example of the full fledged battalion above (at 700+ BPV).
You know, if that battalion had two squadrons of F-15CMs instead of F-16CMs, it would have a BPV of more than 1,100 points, including Commander's Options and fast speed drones.
By David Kass (Dkass) on Friday, February 21, 2003 - 10:26 pm: Edit |
Yes, I was referring to the F5L, F5K, E4B force. Sorry about not being clearer (I had completely forgotten the earlier F5L, 2xF5K force). I guess I was more pointing out that even the F5L, F5K, E4B force had a chance at winning the ground combat (assuming it avoided significant damage in the space battle).
By Loren Knight (Loren) on Friday, February 21, 2003 - 11:21 pm: Edit |
No, no. Let's keep it small but I would really like to see the Warning Station. I mean if they go to the expence of a Garrison and a full squadron I would think they would have the Warning Station too.
So, yes, I'll take that. Otherwise, lets stay with your original plan. Then modify it from there. I'll go back to F-4s. Then try the F-16Cs. Then discuse further changes if we go that far. I pretty much understand what you are trying to do and I would like to go along with that. At first I was trying to use this to prove my point in the previous discussion, which was solved enrout. My ODPs main function of getting the Fighters in space faster doesn't really get them out faster. Not in a real sense. Only is a (S8.0) scenario sense.
By Steve Petrick (Petrick) on Saturday, February 22, 2003 - 10:10 am: Edit |
Loren Knight:
Now I am confused.
Your last missive is the one that confused me.
I will, at this point, from what the message seems to say, assume (and calculate BPV points) that you want a battalion of 1xGMG, 2xGWS, 2xFGB-S, 3xGBDP, 3xDefSat, but I am unclear on what fighters to calculate the BPV on. F-16Cs, or F-4s, or F-4Cs? And being that confused (and I am, sorry), do you want Mega-Fighters standard, or only the ones you can purchase with Commander's Options?
By Loren Knight (Loren) on Saturday, February 22, 2003 - 04:25 pm: Edit |
I want to go back to your original design with at least one GWS but two would be better.
So lets go with 1xGMG, 2xGWS, 2xFGB-S, 3xGBDP, 3xDefSats, and use the F-4Cs.
No mega-fighters. Go back to the beginning but add the two GWS. Thay way we can do what you originally intended. It's smaller, and simpler. Then, later, after discussing it we can look at how I would set up using F-16Cs and mega-fighters.
By Michael C. Grafton (Mike_Grafton) on Saturday, February 22, 2003 - 04:39 pm: Edit |
SPP and Loren, in regards to BPs...
You can also add "combat engineers" from module M (unless later errata killed off the type).
I love these guys! Better that HWS aboard ship, they should also have some (rule whine inserted here) special benefit vs GCS' and vs ground bases assaulted "on foot."
Or am I wrong (again, heh)
Mike
By Steve Petrick (Petrick) on Saturday, February 22, 2003 - 05:22 pm: Edit |
429th PLANETARY DEFENSE BATTALION
Lt. Colonel Loren Knight, Commanding.
Sergeant Major Gary Plana, Battalion CSM.
Staff:
Major Richard Wells, Battalion XO.
Major Jeff Wile, Battalion Operations Officer (S3).
Captain Justin Howell, Battalion Intelligence Officer (S2).
Captain Jim Cummins, Battalion Adjutant (S1).
Captain Scott Tenhoff, Battalion Quartermaster (S4).
Lieutenant Andrew Palmer, Battalion Signals Officer.
DEFENSE SATELLITES:
(Battalion Control)
Drone-armed Defense Satellite: BPV 20, Commander's Option Points available: 0
Drone-armed Defense Satellite: BPV 20, Commander's Option Points available: 0
Drone-armed Defense Satellite: BPV 20, Commander's Option Points available: 0
FIRING BATTERY:
Captain Paul Stovell, Commanding.
Ground Based Defense Phaser-4: BPV 14, Commander's Option Points available: 2.8
Lieutenant Douglas Lampert.
Ground Based Defense Phaser-4: BPV 14, Commander's Option Points available: 2.8
Lieutentant Geoff Conn.
Ground Based Defense Phaser-4: BPV 14, Commander's Option Points available: 2.8
Lieutenant Stewart Frazier.
INFANTRY COMPANIES:
Maneuver Company
Captain Alex Chobot, Commanding.
First Platoon: Lieutenant Jim Davies.
Second Platoon: Lieutenant Ed Grondin.
Third Platoon: Lieutenant Mike Raper.
GCV Platoon: Lieutenant Les LeBlanc.
GAS Platoon: Lieutenant John Trauger.
Ground Military Garrison: BPV 20, Commander's Option Points available: 4.
General Defense Company:
Captain Michael C. Grafton, Commanding.
Deployed with the various Small Ground Bases.
SPACE WARNING AND ELECTRONIC SUPPORT COMPANY:
Captain David Kass, Commanding.
Small Ground Warning Station: BPV 22 Commander’s Option Points available: 4.4
Lieutenant Garth Getgen.
Small Ground Warning Station: BPV 22 Commander’s Option Points available: 4.4
Lieutentant John Kasper.
PLANETARY DEFENSE FIGHTER SQUADRON:
Major Andrew Harding, Commanding.
Executive Officer and Second Section Leader: Captain Robert Cole.
Small Ground Fighter Base: BPV 12, Commander's Option Points available: 2.4
Lieutenant Christopher Fant.
Small Ground Fighter Base: BPV 12, Commander's Option Points available: 2.4
Lieutenant Daniel G. Knipfer.
Fighters: 11xF-4C, 1xF-4E: BPV 97, Commander’s Option Points available (these only for use to purchase fighter supplies): 19.4
DRONE SPEED UPGRADES: 44 type-IF for F-4Cs +44, 2xtype-VIF for F-4E +1, 18 type-IF for Defense Satellites +18, total BPV 63. Commander’s Option Points available: 0.
Warp Booster Packs for Fighters +12, for GAS shuttles +3, for Admin Shuttles +3, total 18. Commander’s Option Points available: 0.
BPV OF BATTALION:
Total of Bases, DefSats, and Fighters, less drone speed upgrades, Commander’s Options, and warp packs: 287.
Total of non-Fighter Commander’s Option Points: 26.
Total of Fighter Commander’s Option Points: 19.4.
Total of Drone Speed Upgrades: 63.
Total of Booster Packs: 18.
Total BPV of Battalion: 413.4.
Michael C. Grafton:
Combat engineers not organic to Defense Battalions.
By Stewart W Frazier (Frazikar) on Saturday, February 22, 2003 - 09:15 pm: Edit |
OK, just to be sure I have the setup straight, this is a Y183 planetary defense with a 'light' battalion (light in the sense of being at least 12 fighters and some BPs short of a full battalion [or the battalion is in a transfer period with the remaining forces enroute]).
The F4Cs will be upgraded to F16Cs to show the BPV dynamics...
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