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Newberia wrote:Thats one! Do we have any other takers? If we can get say 3 people other then me I'll make a post on the forums for this and start on it(Its easier to organize on the forums)

Meh, what's one more nation to ship weapons to. You okay with this 'Scanthy?

Danceria wrote:Meh, what's one more nation to ship weapons to. You okay with this 'Scanthy?

I meant Dwarf Fortress :P

Thalasus

Solaran olympus

Hey guys I want to set up an outline of the equipment my infantry will have, can you you guys give me any sort of ideas?

Thalasus wrote:Honestly, it's all made up. I'm an technological and financial powerhouse with an aquaculture/agriculture thing happening on the side, Escanthea is raw materials for days, I think Danceria has oil, and so on. It's really up to you.

How dare you. Financials are for the non-communist nations. COMPROMISING YOUR REVOLUTION!
Speaking seriously though, if you want real technological advancements and not just pointless schlock you employ to keep your peasantry distracted from the unrelenting grind and misery of their daily lives so they don't rise up against their betters, come to Tbilisi. And if, like the Thalasians, you insist you don't have peasantry, 'citizen' is just another word your wealthy elites are employing to keep their wage slaves distracted from their complete and utter lack of any ability to determine the course of their lives that isn't driven wholly and purely by chance and circumstance. At least here, we're honest about it.
#3dark5me #andiwroteittoo #goddamn

Solaran olympus wrote:Hey guys I want to set up an outline of the equipment my infantry will have, can you you guys give me any sort of ideas?

Here is the standard disposition of a Falbanian infantry company.
Assume a squad of 10. 2 grenade launchers (3 HE, 2 smoke, 2 star parachutes for night operations/flares for daytime ops, and in urban ops, ), 2 AT weapons (optimally fire-and-forget), 2 MGs (generally a GPMG, but sometimes an LMG, depending on the mobility required), 2 DMRs (carrying ammo for the MGs), the squad leader (an OR-5/6) with basic medical supplies, maps, and all the other ancillary stuff you might need for a squad in the field, and the assistant squad leader (an OR-4, with an underslung shotgun to be the 'breach' in 'breach and clear' during urban ops). Most operate as Mechanized Infantry, 2 IFVs to a squad, where the AT operators are the drivers and the MG operators operate the pintle-mounted MG, but the Mountain Infantry don't have this luxury, and either operate as 'dragoons' on mules, or have to schlepp all their stuff by themselves.
Expand that out to a platoon of 50 men. 4 full squads, the command squad of 6, and 2 2-man mortar teams. The command squad is the platoon leader (an OF-1), platoon sergeant (an OR-6), medic, radio man, forward observer (to coordinate and call in artillery/air support), and FO's radio man. The command squad operates out of two IFVs; the mortar teams are either seconded to whichever squad needs them the most, or tag along with one of the command squad IFVs per team.
Expand out to a company of 250 men. 4 full platoons, plus Company HQ (Company Commander (an OF-2), Company XO (a First Lieutenant in contrast with the Second Lieutenants commanding the platoons), Company Sergeant Major (an OR-7), Company Quartermaster (an OR-6), a Staff Sergeant to handle day-to-day operation of Company HQ, the air force liaison (an OF-5), a radio man, 2 drivers, 2 signalmen, 2 generic REMFs, and the CC's PA), and whatever ancillary attachments the company gets, whether it's LARs, scout snipers, tank support, amphibious vehicles, whatever. Generally speaking, it's 4 LARs (4 men per jeep; 1 driver (with grenade launcher on his rifle should they need to dismount), 1 gunner (with LMG), and one scout sniper and spotter), 2 MBTs (4 man crew - one driver, one gunner, one loader, one commander; all have PDWs), a 4-man Company Medical Team, and 8 combat engineers.

Hey guys check out my new factbook it's awesome

Thalasus

Thalasus wrote:Honestly, it's all made up. I'm an technological and financial powerhouse with an aquaculture/agriculture thing happening on the side, Escanthea is raw materials for days, I think Danceria has oil, and so on. It's really up to you.

Some oil, shale, and natural gas deposits. I mostly make and manufacture stuff. My central location next to Escanthea's sheer amounts of raw material makes me an economic gateway. Plus we have OOODLES of culture.

Symboli wrote:Hey guys check out my new factbook it's awesome

This reminds me on the subject of culture to get my numerous anthems up and running.

Danceria wrote:Some oil, shale, and natural gas deposits. I mostly make and manufacture stuff. My central location next to Escanthea's sheer amounts of raw material makes me an economic gateway. Plus we have OOODLES of culture.

Yeah, your success is because of US, Aramer. Don't forget it.

Escanthea wrote:Yeah, your success is because of OUR MATERIALS, Aramer. Don't forget it.

I sure won't! ^^

Solaran olympus

French Albania wrote:How dare you. Financials are for the non-communist nations. COMPROMISING YOUR REVOLUTION!
Speaking seriously though, if you want real technological advancements and not just pointless schlock you employ to keep your peasantry distracted from the unrelenting grind and misery of their daily lives so they don't rise up against their betters, come to Tbilisi. And if, like the Thalasians, you insist you don't have peasantry, 'citizen' is just another word your wealthy elites are employing to keep their wage slaves distracted from their complete and utter lack of any ability to determine the course of their lives that isn't driven wholly and purely by chance and circumstance. At least here, we're honest about it.
#3dark5me #andiwroteittoo #goddamn
Here is the standard disposition of a Falbanian infantry company.
Assume a squad of 10. 2 grenade launchers (3 HE, 2 smoke, 2 star parachutes for night operations/flares for daytime ops, and in urban ops, ), 2 AT weapons (optimally fire-and-forget), 2 MGs (generally a GPMG, but sometimes an LMG, depending on the mobility required), 2 DMRs (carrying ammo for the MGs), the squad leader (an OR-5/6) with basic medical supplies, maps, and all the other ancillary stuff you might need for a squad in the field, and the assistant squad leader (an OR-4, with an underslung shotgun to be the 'breach' in 'breach and clear' during urban ops). Most operate as Mechanized Infantry, 2 IFVs to a squad, where the AT operators are the drivers and the MG operators operate the pintle-mounted MG, but the Mountain Infantry don't have this luxury, and either operate as 'dragoons' on mules, or have to schlepp all their stuff by themselves.
Expand that out to a platoon of 50 men. 4 full squads, the command squad of 6, and 2 2-man mortar teams. The command squad is the platoon leader (an OF-1), platoon sergeant (an OR-6), medic, radio man, forward observer (to coordinate and call in artillery/air support), and FO's radio man. The command squad operates out of two IFVs; the mortar teams are either seconded to whichever squad needs them the most, or tag along with one of the command squad IFVs per team.
Expand out to a company of 250 men. 4 full platoons, plus Company HQ (Company Commander (an OF-2), Company XO (a First Lieutenant in contrast with the Second Lieutenants commanding the platoons), Company Sergeant Major (an OR-7), Company Quartermaster (an OR-6), a Staff Sergeant to handle day-to-day operation of Company HQ, the air force liaison (an OF-5), a radio man, 2 drivers, 2 signalmen, 2 generic REMFs, and the CC's PA), and whatever ancillary attachments the company gets, whether it's LARs, scout snipers, tank support, amphibious vehicles, whatever. Generally speaking, it's 4 LARs (4 men per jeep; 1 driver (with grenade launcher on his rifle should they need to dismount), 1 gunner (with LMG), and one scout sniper and spotter), 2 MBTs (4 man crew - one driver, one gunner, one loader, one commander; all have PDWs), a 4-man Company Medical Team, and 8 combat engineers.

The set up is very comprehensive and thanks for that. Another question I have for you is how did you come up with or what influenced the structure of how create your standard infantry company?

Good news for all my Ainur homies: I've put Dellenaria's board back online, so you can retrieve any old RP stuff you want.

Thalasus wrote:Honestly, it's all made up. I'm an technological and financial powerhouse with an aquaculture/agriculture thing happening on the side, Escanthea is raw materials for days, I think Danceria has oil, and so on. It's really up to you.

Hm. I think my most abundant resource will be steel, oil, and agriculture (my capitol is named Harvest so it would make sense)

We like to create weapons, so we have lots of firerarms to sell, as well as advanced weaponry.

Thalasus why don't we just slug it out already 🙃

Solaran olympus wrote:The set up is very comprehensive and thanks for that. Another question I have for you is how did you come up with or what influenced the structure of how create your standard infantry company?

The key element is making sure that the standard squad is capable of responding to any threat it should face. If it cannot, you're wasting lives and money, damaging morale, and playing right into your enemy's hands. That means they need AT or more generically anti-armor capability, given the ubiquity of armored units in the modern tactical environment; it means they need the ability to overcome body armor should the enemy possess any; and it means they need the ability to deliver massive quantities of firepower downrange at a moment's notice for the purpose of suppression.
Moreover, given the nature of the military threats of the modern world, not only do soldiers need to be more flexible than the standard infantry squad structure, they need to exhibit much more tactical freedom than before. The standard size of unit operations is no longer the infantry company, but the infantry squad or even fireteam (hence why there are 2 of all weapons platforms in the squad; so they can split into 2 fireteams, one lead by the SL, one by the ASL, should the need arise, and still not have their tactical flexibility diminished).
In the event that an entire platoon is operating together, however, there are likely situations that cannot be overcome purely with direct-fire weapons, and more crucially, a need to coordinate with not only Company-level command, but to coordinate with other units within the AO. This necessitates a command element that does not necessarily fight the same as the average infantryman, looking instead to make use of force multipliers; an extra 5 men in a firing line may not make a difference, but pulling in another platoon for a pincer attack, or calling in CAS or artillery support, can be the difference between victory and defeat in an engagement. Similarly, if there is some ability to provide indirect fire support on the platoon level, that minimizes the need to involve and coordinate with other unit elements, which is why mortars are employed at a platoon level.
It is the company level that is the basic organizational building block for the rest of the army, and that's visible in the HQ element considering that's the first point at which administrative staff start factoring in. But it's also a golden opportunity for a combined arms style thing, because with mechanized infantry, you don't necessarily need to worry about the infantry keeping up with the armor, and so you can integrate them, rather than keeping them in separate 'armored divisions' and 'infantry divisions'; instead you can have a maximally effective formation that integrates both these roles at the company level. This is also why each company has combat engineers, rather than having them as a separate unit that is seconded out; having 'in-house' capability is arguably more useful, and means your guys don't need to wait for other units to push forward with them to build out and harden a defensive position.
Once it gets up to the battalion level, I integrate artillery elements (rocket artillery or self-propelled guns for purely mechanized units, and fixed emplacements in prepared positions for the Mountain Infantry) for the full combined arms, since there are company-level liaisons with the Air Force (and vice-versa within the Air Force, although there they're 'Wings', not 'Companies') to ensure maximal effectiveness, as well as other specialists like CBRN, electronic warfare, those sorts of things. With a small population, you have to do more with less, and that means units that can do almost anything, and tight lines of communication to get in contact with people who can do the few things they can't.

On the OOC level, 10s and 5s are numbers that are nice and easy to remember. 10 to a squad. 5 squads to a platoon. 5 platoons to a company. 5 companies to a battalion (commanded by an OF-4). 5 battalions to a regiment(commanded by an OF-5).
That's where it breaks down though, because I then have 3 divisions to a brigade (commanded by an OF-6), 3 brigades to a division (each commanded by an OF-7; there are 3 as an artifact of the fact that there are three 'fronts' in the Falbanian mindset; the Northern Front against the Russians, the Western Front against the Escantheans, and the Eastern Front against the nebulous Arab/Turks to the southeast), then the three of them making up the Army Group, for a little over 160,000 men reporting to the Commander of the Army (an OF-8). There's another 40-50,000 in the Air Force and Navy each, making up about a brigade-sized element each (although the Commander of the Navy and Commander of the Air Force are both OF-8s, despite commanding the same number of men an OF-7 commands; the three Commanders are all under the Maréchal, who despite his title is really an OF-9, not an OF-10, and who reports to the Minister of Defense), then the Special Forces Division, which is both not a division-sized element, but rather a brigade-sized one, and not under the Defense Ministry, but rather the Intelligence Ministry. That was my one concession to the impracticality that generally defines most armed forces.

Allouxia wrote:Thalasus why don't we just slug it out already 🙃

Probably because you'd lose, one on one, for the reasons I listed a couple months ago, and nobody is likely to support you in a war of aggression unless it's against a clearly rogue state.

Solaran olympus

Post self-deleted by Symboli.

Ha I'm slowly becoming a superpower

In Wanderedeyes, my dwarf fortress, things have suddenly gotten a lot better, even on top of finally finding galena ore and (hopefully?) figuring out my trade issue.

In late spring about five minutes ago, a Hidden Fun Thing and a werebeast simultaneously showed up, and in the middle of the ensuing battle a group of immigrants decided to show up. My military managed to kill the HFT in a desperate battle after cornering it near my water wheel, but the werebeast simply vanished. It's either is still at large, glitched out of existence, or was anticlimactically killed somewhere and I never heard. About 10-12 deaths, most of them domestic civilian, but my population is still at 95 and we didn't lose any wealth and my military is more or less intact so I'm not too concerned about those losses.

Finally, some !!Fun!!

Allouxia wrote:Thalasus why don't we just slug it out already 🙃

Because I already have a war planned and I might be asking for you as an ally.

French Albania wrote:The key element is making sure that the standard squad is capable of responding to any threat it should face. If it cannot, you're wasting lives and money, damaging morale, and playing right into your enemy's hands. That means they need AT or more generically anti-armor capability, given the ubiquity of armored units in the modern tactical environment; it means they need the ability to overcome body armor should the enemy possess any; and it means they need the ability to deliver massive quantities of firepower downrange at a moment's notice for the purpose of suppression.
Moreover, given the nature of the military threats of the modern world, not only do soldiers need to be more flexible than the standard infantry squad structure, they need to exhibit much more tactical freedom than before. The standard size of unit operations is no longer the infantry company, but the infantry squad or even fireteam (hence why there are 2 of all weapons platforms in the squad; so they can split into 2 fireteams, one lead by the SL, one by the ASL, should the need arise, and still not have their tactical flexibility diminished).
In the event that an entire platoon is operating together, however, there are likely situations that cannot be overcome purely with direct-fire weapons, and more crucially, a need to coordinate with not only Company-level command, but to coordinate with other units within the AO. This necessitates a command element that does not necessarily fight the same as the average infantryman, looking instead to make use of force multipliers; an extra 5 men in a firing line may not make a difference, but pulling in another platoon for a pincer attack, or calling in CAS or artillery support, can be the difference between victory and defeat in an engagement. Similarly, if there is some ability to provide indirect fire support on the platoon level, that minimizes the need to involve and coordinate with other unit elements, which is why mortars are employed at a platoon level.
It is the company level that is the basic organizational building block for the rest of the army, and that's visible in the HQ element considering that's the first point at which administrative staff start factoring in. But it's also a golden opportunity for a combined arms style thing, because with mechanized infantry, you don't necessarily need to worry about the infantry keeping up with the armor, and so you can integrate them, rather than keeping them in separate 'armored divisions' and 'infantry divisions'; instead you can have a maximally effective formation that integrates both these roles at the company level. This is also why each company has combat engineers, rather than having them as a separate unit that is seconded out; having 'in-house' capability is arguably more useful, and means your guys don't need to wait for other units to push forward with them to build out and harden a defensive position.
Once it gets up to the battalion level, I integrate artillery elements (rocket artillery or self-propelled guns for purely mechanized units, and fixed emplacements in prepared positions for the Mountain Infantry) for the full combined arms, since there are company-level liaisons with the Air Force (and vice-versa within the Air Force, although there they're 'Wings', not 'Companies') to ensure maximal effectiveness, as well as other specialists like CBRN, electronic warfare, those sorts of things. With a small population, you have to do more with less, and that means units that can do almost anything, and tight lines of communication to get in contact with people who can do the few things they can't.
On the OOC level, 10s and 5s are numbers that are nice and easy to remember. 10 to a squad. 5 squads to a platoon. 5 platoons to a company. 5 companies to a battalion (commanded by an OF-4). 5 battalions to a regiment(commanded by an OF-5).
That's where it breaks down though, because I then have 3 divisions to a brigade (commanded by an OF-6), 3 brigades to a division (each commanded by an OF-7; there are 3 as an artifact of the fact that there are three 'fronts' in the Falbanian mindset; the Northern Front against the Russians, the Western Front against the Escantheans, and the Eastern Front against the nebulous Arab/Turks to the southeast), then the three of them making up the Army Group, for a little over 160,000 men reporting to the Commander of the Army (an OF-8). There's another 40-50,000 in the Air Force and Navy each, making up about a brigade-sized element each (although the Commander of the Navy and Commander of the Air Force are both OF-8s, despite commanding the same number of men an OF-7 commands; the three Commanders are all under the Maréchal, who despite his title is really an OF-9, not an OF-10, and who reports to the Minister of Defense), then the Special Forces Division, which is both not a division-sized element, but rather a brigade-sized one, and not under the Defense Ministry, but rather the Intelligence Ministry. That was my one concession to the impracticality that generally defines most armed forces.
Probably because you'd lose, one on one, for the reasons I listed a couple months ago, and nobody is likely to support you in a war of aggression unless it's against a clearly rogue state.

Actually it's more of a 50/50 chance

Solaran olympus

French Albania wrote:The key element is making sure that the standard squad is capable of responding to any threat it should face. If it cannot, you're wasting lives and money, damaging morale, and playing right into your enemy's hands. That means they need AT or more generically anti-armor capability, given the ubiquity of armored units in the modern tactical environment; it means they need the ability to overcome body armor should the enemy possess any; and it means they need the ability to deliver massive quantities of firepower downrange at a moment's notice for the purpose of suppression.
Moreover, given the nature of the military threats of the modern world, not only do soldiers need to be more flexible than the standard infantry squad structure, they need to exhibit much more tactical freedom than before. The standard size of unit operations is no longer the infantry company, but the infantry squad or even fireteam (hence why there are 2 of all weapons platforms in the squad; so they can split into 2 fireteams, one lead by the SL, one by the ASL, should the need arise, and still not have their tactical flexibility diminished).
In the event that an entire platoon is operating together, however, there are likely situations that cannot be overcome purely with direct-fire weapons, and more crucially, a need to coordinate with not only Company-level command, but to coordinate with other units within the AO. This necessitates a command element that does not necessarily fight the same as the average infantryman, looking instead to make use of force multipliers; an extra 5 men in a firing line may not make a difference, but pulling in another platoon for a pincer attack, or calling in CAS or artillery support, can be the difference between victory and defeat in an engagement. Similarly, if there is some ability to provide indirect fire support on the platoon level, that minimizes the need to involve and coordinate with other unit elements, which is why mortars are employed at a platoon level.
It is the company level that is the basic organizational building block for the rest of the army, and that's visible in the HQ element considering that's the first point at which administrative staff start factoring in. But it's also a golden opportunity for a combined arms style thing, because with mechanized infantry, you don't necessarily need to worry about the infantry keeping up with the armor, and so you can integrate them, rather than keeping them in separate 'armored divisions' and 'infantry divisions'; instead you can have a maximally effective formation that integrates both these roles at the company level. This is also why each company has combat engineers, rather than having them as a separate unit that is seconded out; having 'in-house' capability is arguably more useful, and means your guys don't need to wait for other units to push forward with them to build out and harden a defensive position.
Once it gets up to the battalion level, I integrate artillery elements (rocket artillery or self-propelled guns for purely mechanized units, and fixed emplacements in prepared positions for the Mountain Infantry) for the full combined arms, since there are company-level liaisons with the Air Force (and vice-versa within the Air Force, although there they're 'Wings', not 'Companies') to ensure maximal effectiveness, as well as other specialists like CBRN, electronic warfare, those sorts of things. With a small population, you have to do more with less, and that means units that can do almost anything, and tight lines of communication to get in contact with people who can do the few things they can't.
On the OOC level, 10s and 5s are numbers that are nice and easy to remember. 10 to a squad. 5 squads to a platoon. 5 platoons to a company. 5 companies to a battalion (commanded by an OF-4). 5 battalions to a regiment(commanded by an OF-5).
That's where it breaks down though, because I then have 3 divisions to a brigade (commanded by an OF-6), 3 brigades to a division (each commanded by an OF-7; there are 3 as an artifact of the fact that there are three 'fronts' in the Falbanian mindset; the Northern Front against the Russians, the Western Front against the Escantheans, and the Eastern Front against the nebulous Arab/Turks to the southeast), then the three of them making up the Army Group, for a little over 160,000 men reporting to the Commander of the Army (an OF-8). There's another 40-50,000 in the Air Force and Navy each, making up about a brigade-sized element each (although the Commander of the Navy and Commander of the Air Force are both OF-8s, despite commanding the same number of men an OF-7 commands; the three Commanders are all under the Maréchal, who despite his title is really an OF-9, not an OF-10, and who reports to the Minister of Defense), then the Special Forces Division, which is both not a division-sized element, but rather a brigade-sized one, and not under the Defense Ministry, but rather the Intelligence Ministry. That was my one concession to the impracticality that generally defines most armed forces.
Probably because you'd lose, one on one, for the reasons I listed a couple months ago, and nobody is likely to support you in a war of aggression unless it's against a clearly rogue state.

Thanks French Albania this info is a real eye opener.

Allouxia wrote:Actually it's more of a 50/50 chance

It's really not. The best you can hope for, if you attack, is a stalemate, simply due to the Thalasian military's fairly single-minded focus on the navy, and its geography perfectly suiting such warfare. Remember, you're attacking across an ocean; even if it was 'just' like an attack from, say, the Baltic coast to Scandinavia, amphibious landings are very, very problematic against enemies who have prepared the ground. The Thalasians may not have prepared the ground now, but those beaches will bristle with barbed wire when they see a fleet of a couple hundred warships steaming off in the vague direction of their state, declaration of war or no.
If you were on defense, that would be another thing. Other states, such as your allies, would very likely join you. But attacking another state for no reason risks you being seen as a rogue state, and other people ganging up on you out of fear for their own sovereignty.

Hullo everyone! If anyone is interested in Wintreath's most successful Stellar Roleplay Wintreath Space Expeditions reboot, the applications thread is open! Just head on over to the forums by clicking the link below and fill out the (extremely short but intriguing) application!

CLICK TO THE RIGHT OF THIS: http://wintreath.com/forums/index.php?topic=4541.0

P.S. Wintreath Space Expeditions is loosely based on Star Trek, but also incorporates some elements of other fictional sci-fi universes, and is constantly in flux based on what the roleplaying individuals make of it. Think of it as essentially an open world, er, universe! Because that's what it is! Anyway thanks for your time and I hope to see you on the forums and in the roleplay!

BraveSirRobin

Geramundo and The united acarian empires

(I guess you won't be able to click. Just copy and paste the url I suppose sorry about that!)

Also keep on the lookout for the new nation roleplay coming out soon! If you'd like to contribute to the development of that one there's a thread here where there's some ongoing discussion about how we should make it! We're currently choosing a map but it's looking to be set tech Pre-WWII through the late Cold War!!

http://wintreath.com/forums/index.php?topic=4417.0

Geramundo and The united acarian empires

French Albania wrote:It's really not. The best you can hope for, if you attack, is a stalemate, simply due to the Thalasian military's fairly single-minded focus on the navy, and its geography perfectly suiting such warfare. Remember, you're attacking across an ocean; even if it was 'just' like an attack from, say, the Baltic coast to Scandinavia, amphibious landings are very, very problematic against enemies who have prepared the ground. The Thalasians may not have prepared the ground now, but those beaches will bristle with barbed wire when they see a fleet of a couple hundred warships steaming off in the vague direction of their state, declaration of war or no.
If you were on defense, that would be another thing. Other states, such as your allies, would very likely join you. But attacking another state for no reason risks you being seen as a rogue state, and other people ganging up on you out of fear for their own sovereignty.

Well as unlikely of a war were to brake out with Thalasus I would likely focus on submarine warfare to harass their Navy. Escanthea would probably join the war and I would play more of a supportive role in the skies with the Imperial Air Force or should I say "Imperiale Luftwaffe". Yes Thalasus has a superior Navy but Allouxia would have Air Superiority since a VERY generous amount of the defense budget goes to the Air Force

Post self-deleted by Allouxia.

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