middenface said:
'Come on you apes, you wanna live forever?'
Yes.
Right - rough TO&E based off discussions:
We now have four players and I think I'll draw a line there as that's a nice number.
Your resources, splitting the numbers four ways by the mass combat system scaling:
Middenface - Infantry
19 men - one man short of the 'squad' size maximum - I'd assume operating in two teams of nine with you as an attached unit leader. Note that you'll need to find drivers and gunners from that number if you wish to mechanise the unit in ATVs or AFVs.
You need standard issue ammo, tents, medical gear, etc. Remember that this is only what's standard issue to the men - proper medical care, armoury work, etc, is the responsibility of them in the trucks out back.
Barnest2 - Armour
6 men. At three men per tank thats two tanks - a squad sized unit - or else if you want to debate swapping a man with someone one tank could become two light vehicles. Frankly a pair of tanks is probably the best bet.
BFalcon - Air
The smallest numbers at just 4. Sufficient to take a squad-level CAS unit of 2-man gunships, or two one-man craft and a transport. Depends on whether you plan on being airmobile in a battlefield as well as logistic sense (in which case Barnest2 has a problem but Middenface won't need APCs). Either way, also need a big dropship of some kind, and as noted, you will wish to chop and change from a 'squadron park' if you can afford multiple things on standby.
I take the
Mercenary Carryall's rule as standard - any big, single-bay carrier can take vehicles; one point of hull translates to 3 'passengers' of capacity - so two hull 8 Hovertraks (8x2x3=48) would just fit in a
Mercenary carryall (capacity 50)
That probably means the whole unit won't fit inside in one go, and it'll take three flights to drop from orbit - one for infantry, one for tanks, one for support.
Burocrate - Support (including Fire)
A Mercenary HQ squad is 8 men, or artillery squad is 2 guns (with 2-4 crew). I'd take the guns for support, but also you'll need to nominate the following roles somewhere (who may be the same people depending on skills, or may be you):
Medic (depends if Middenface has squad medics but total medical cover 1 per 10 men for the unit)
Mechanic (at least one per 3 vehicles, as per High Guard)
Comms (Planet-wide and orbital)
Instructor/Recruiter
Quartermaster/Broker/Admin/Arms Dealer/General Thieving Ne'erdowell
Gun Crews for any support weapons
You may also want some ATVs or similar to cart stuff around if you're going to be acting as mobile field base. Medikits, Habitat modules, generators, toolkits, transceivers.
Budget: Not really too bothered, but let's not go mad. MCr10 each for the tanks, similar price for the airpower (again, heartily recommend CAS planes - fighters are nice in theory but if you're dropping a platoon through hostile airspace without support you've
really taken the wrong ticket), MCr5 for the poor bloody infantry* and maybe a further MCr5 for the rest of your gear (i.e. artillery & hq)?
That's a starting net of MCr 40, which should be enough for a reasonable starting bank, kit, vehicles, personal weapons and a couple of artillery-pieces to provide support from mobile field base. Obviously feel free to barter men and credits back and forth.
Obviously you can supplement your personal issue gear from your own moneys (and benefits if you're rolling up a character). On a related note, had Barnest2's tank driver. If the rest of you do you're characters, I'll ask to get the Damage, Incorporated board set up.
*Who will be bloody poor indeed if you try and buy nearly 20 suits of TL12 combat armour! I suggest cutting some corners, especially if you want them to have....y'know....
guns.
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