Solomani Confederation (Military)

Confederation Authorized Volunteer Armed Long Range Yeomanry: Organization

cell - three troopers, one who is cell leader; varies between two to five troopers, which may alternatively termed as binom, crew, team

squad - three cells, ten troopers, one who is squad leader; varies between two to five cells, though these are usually weapon teams, vehicle crews, specialists

section - two squads, twenty one troopers, one who is section leader, usually a very experienced watchmaster, platoon leader, or platoon commander; may be reinforced with specialists

platoon - three squads, thirty three troopers, including platoon leader and platoon commander; specialists may replace third rifle squad, or reinforced upto five squads

squadron - maximum two hundred ninety nine troopers, including commissioned and warrant officers

brigade - two to five squadrons

regiment - administrative unit
 
Confederation Army: Armoured Fighting Vehicle Crews

1. You could assume it's a three man complement, since either you have an autoloader or with an energy weapon system, there's nothing physical to load.

2. Though I do believe there's a laser rifle that uses one shot batteries.

3. So, maybe an enlarged version of that.

4. Let's assume they're manned.

5. Driver, definitely, but he's likely having his hands full ensuring that the vehicle doesn't crash into anything, avoids incoming fire, and gets to where it's supposed to go.

6. Commander, who supposedly has situational awareness and answers the phone; also acts as gunner, if it's a two man crew.

7. In a more advanced era, also has to act as sensor operator, due to that need for situational awareness.

8. Third member would be the gunner, who with the driver await direction from the the commander.

9. The fourth member should actually be the sensor operator, who does the eletronicky stuff, and should be in control of active defence systems.
 
Confederation Army: Armoured Fighting Vehicle Crews

10. One issue that has become glaringly obvious is, how much do you invest in your armoured vehicle branch?

11. It might depend on resources availability, rather than allocation.

12. For unmanned autonomous examples, it might not really matter on how much protection it has, since you can always manufacture more.

13. For manned ones, it may be more how much time, money and effort was invested in training the crew.

14. Thus the need to protect that investment.

15. Considering the need to transport them over interstellar distances to the combat zone, that could become quite hefty.

16. So the Confederation Army should provide their troops with the best available protection available.

17. For more localized forces, there may be a temptation to cheapen out.

18. Outside of likely budget and planetary technological base constraints, you have comparatively a larger manpower pool immediately available.

19. That in six months could be pushed to basic and advanced training, and by the year's end, fairly competent; theoretically, one and half to two years integrated.
 
Confederation Authorized Volunteer Armed Long Range Yeomanry: Organization

70. On reflection, I think the Confederation prepositions a lot of equipment close to conflict zones.

71. This allows the fast transportation of personnel to the staging area, and then you unite them with the stored equipment.

72. Considering that the Confederation liked setting up weapon caches in the occupied territories, under Project Phoenix.

73. CAVALRY squadrons cerainly would benefit from this policy.

74. Especially, if they recruit locally, to the point that a CAVALRY squadron is established from local recruits, not to replenish attritioned units.

75. They would send in advance a cadre that would initiate a recruitment drive, and set up a training camp.

76. In theory, a starship with military equipment would have been prepositioned in the interstellar neighbourhood.

77. There'd also be an attempt to source locally stores and equipment, and contract with local manufacturers.

78. The local recruits are ensured that their contract runs out in a year and a day, and that they probably won't have to leave their planet.

79. This may be less optimal when dealing with a planetary insurrection.
 
Confederation Authorized Volunteer Armed Long Range Yeomanry: Organization

80. Cavalry implies that the units would be mounted.

81. Though by this stage of technical development, you really do need a lot of tactical mobility.

82. Dismounts occur when you're in contact with the enemy, and need to take advantage of the terrain.

83. The Centauri Twos have eight wheels and weigh in at thirty tonnes.

84. So that's probably the optimum weight, at least for Terrestrial terrain.

85. A low pressure five inch cannon seems to be the maximum recoil the chassis can reasonably handle.

86. And since most of the vehicles are wheeled, they are need to be amphibious, or have bridging elements.

87. For large operations, one of the squadrons would have to combat engineers.

88. Because either the enemy is going to blow their bridges, or you may need to outflank them over a river.

89. Also, you probably would like to have to digging equipment, when constructing trenches and tank scrapes.
 
Confederation Authorized Volunteer Armed Long Range Yeomanry: Organization

cell - three troopers, one who is cell leader; varies between two to five troopers, which may alternatively termed as binom, crew, team; either trooper or lancer

squad - three cells, ten troopers, one who is squad leader; varies between two to five cells, though these are usually weapon teams, vehicle crews, specialists; seconded Confederation Marine Corps junior non commissioned officer or CAVALRY watchmaster warrant officer

section - two squads, twenty one troopers, one who is section leader, usually a very experienced watchmaster, platoon leader, or platoon commander; may be reinforced with specialists

platoon - three squads, thirty three troopers, including platoon leader and platoon commander; specialists may replace third rifle squad, or reinforced upto five squads; cornet, either seconded Confederation Marine Corps or Confederation Navy officer, or Ascended Master

squadron - maximum two hundred ninety nine troopers, including commissioned and warrant officers; Captain, depending on mission and composition, either seconded Confederation Marine Corps or Confederation Navy officer, or Ascended Master

brigade - two to five squadrons; Captain Major, senior Captain present

great company - two plus brigades; Great Captain, elected from a council of Captains, or selected by the senior Confederation Navy flag officer

regiment - administrative unit; Colonel, usually Ascended Master; Colonel of the Regiment, retired flag officer, associated with the regiment, who has substantial political pull and acts as patron; Colonel in Chief would be, in theory, senior Colonel in the Council of Colonels; Honourary Colonel retired Grand Admiral
 
Confederation Authorized Volunteer Armed Long Range Yeomanry: Organization

This became a lot more complex than I initially thought.

Cells tend to be built around weapon systems, patrols around coordinating cells, troops coordinating patrols, and squadrons coordinating troops.

Recruits are learning the basic first term six service skills, by then of which they should have at least gun combat/one, if, in this case, they reach trooper rank.

Lancers would receive reconnaissance/one, since that's one of the primary tasks of cavalry, locating the enemy.

Watchmasters would be trained to leadership/one, since they have to coordinate anywhere from six to twenty troopers.

Scoutmasters would be schooled to tactics (military)/one, since they are patrol leaders, and minders to the naval or marine junior officers assigned to command their patrols.

Once you're past this stage, it becomes administrative/one, as the more senior warrant officers have to keep the squadron running.
 
Confederation Authorized Volunteer Armed Long Range Yeomanry: Organization

The basic cell is built around three guys with three advanced combat rifles.

Each trooper has a personal firearm, a semi automatic pistol, and a commando knife/bayonet.

At some point, you're going to run out of ammunition, so encounters against superior enemies should be short and sharp, so that their superior fire power, in whatever form it would take, can't be brought to bear.

While the advanced combat rifle costs twice that of assault rifle, it has a faster rate of fire, better range, and is seventy five percent of the weight.

If we applied the primitive/advanced rules to the assault rifle, you could with three technological level difference shrink the weight to two and four tenths of a kilogramme; or increase the range band; or increase the damage potential.

Or increase the weight to five kilogrammes, and price it at three hundred seventy five starbux.
 
Confederation Authorized Volunteer Armed Long Range Yeomanry: Organization

As a recruit, the natural acquirement of skills would be protocol (military), athletics, gun combat.

Driver or vacuum suit, depending on whether deployment is in space or dirtside; that would make the recruit the wheelman, or be a survival trait for off planet operations.

Melee would be next, considering close quarters combat.

Heavy weapons; or possibly gunnery, if shipboard.

Either vacuum suit or driver.

Finally, fun combat/one, likely slug thrower.
 
Confederation Authorized Volunteer Armed Long Range Yeomanry: Organization

For an armoured fighting vehicle, you can have a recruit act as driver; though ideally you will want a trooper with driver, mechanics, electronics.

In theory, you could drive a vehicle until something blows, or you blow up; and have a workshop section do the fixing and maintenance.

With an autoloader, you only need the gunner with heavy weapons, so a little further along with his education; electronics for the sensors, maybe mechanics for the weapon system.

The commander needs electronics, for the sensors, and likely since he's doing communications; leadership would be nice, as well as tactics; reconnaissance; forward observer

In a Soviet style tank platoon, that would be troop commander/cornet, troop leader/scoutmaster, patrol leader/watchmaster.

Wehrmacht, five tanks would need an additional two watchmasters.

Fleet Squadron, would be split into two sections, each commanded by either the cornet or the scoutmaster, each leading two watchmasters; three sections, one led by either another scoutmaster or the senior watchmaster.

Standard, would be two sections, led by either the cornet or the scoutmaster, each with a watchmaster.
 
Confederation Authorized Volunteer Armed Long Range Yeomanry: Organization

For an infantry fighting vehicle, where the main armament is more for suppression, you could have any trooper act as either driver or gunner, and a lancer to act as vehicle commander and second set of eyes.

It should be a bit more roomy, so that you can comfortably seat three lances (one of which acts as vehicle crew) and the patrol leader, with a mini armoury that has a small selection of heavy weapons that the two dismounted lances can utilize, like anti armour man portable missile launchers, squad automatic weapon, and so on.
 
Confederation Authorized Volunteer Armed Long Range Yeomanry: Organization

I was listening to the Russian own estimates as to how long it would take to call up and equip full conscription or recalled reserve units, which under current circumstances I think are over optimistic.

Which gave me an epiphany.

The Zen Master is also the squadron's psychologist, who carefully evaluates the Volunteers, and then creates a psychological profile.

After they completed their one year contract, tabs are kept on them, and if the Confederation Navy suddenly has an urgent need for ground troops, the suitable ones in that locality get eMailed, and invited to reup for another year, if they hadn't joined another military outfit.

A quick refresher course, reequipment from prepositioned stockpiles, and you could have have them deployed in two months, which may be a lot faster as requests for Confederation Army units get passed along the bureaucracy and the chain of command.
 
Confederation Authorized Volunteer Armed Long Range Yeomanry: Organization


Combat Medic Specialist Training Program

The Combat Medic Specialist Training Program (CMSTP) is the largest medical training program in the U.S. Army, training up to 6,000 students per year. It is the second largest military occupational specialty (MOS) in the Army second only to the Infantry.

The CMSTP is designed with team-paced instruction. This 16-week program trains the 68W Combat Medic Specialist in foundational skills necessary to become an effective Combat Medic Specialist on the battlefield. The student begins training as an Emergency Medical Technician to include Basic Life Support (BLS), emergency medical care and evacuation, minor acute care, inpatient and outpatient care, and basic force health protection. The student then receives extensive Field Craft training with special emphasis on Tactical Combat Casualty Care (TCCC) during the “Whiskey Phase” of the course. Students are trained in limited primary care, medical care for patients exposed to weapons of mass destruction, (Chemical, Biological, Radiological, and Nuclear - CBRN), deployable medical systems, aircraft and ground evacuation, and casualty triage and processing. The program culminates with a rigorous Field Training Exercise (FTX) using realistic combat scenarios to validate what the students have learned through practical, real-world applications.

The 16 week program consists of classroom lectures, blended on-line learning, team-building exercises, hands-on demonstrations and extensive psychomotor skills testing. Practical exercises and written examinations are used to assess accumulation and retention of knowledge and skills.



Ten platoon corpsmen are typically assigned to Marine Corps infantry companies during combat operations. The most senior of these is assigned to the company headquarters, while the rest are distributed among the company’s three platoons. Each platoon has three 12-man squads, with a corpsman assigned to each squad.9

Corpsmen may accompany patrols comprising a smaller number of men, but for this study the full strength of the squad was used as the population at risk. NHRC statisticians studying casualty rates in Iraq determined that a Marine Corps infantry platoon could expect a 25% casualty rate (or a total of 3 wounded) over a 1-week period (J. Zouris, oral communication, Jan. 2006). These casualties would run the gamut from very minor wounds to major injuries. However, for the study, 3 major multi-injury PCs were chosen from the DMSB Treatment Briefs (see Table 2). These three were chosen because they provided a good representation of the type of wounds (amputations, penetrating trauma, vascular injuries) seen in the Navy–Marine Corps Combat Trauma Registry data from OIF 2 (Figure 2).



PLATOON COMBAT MEDIC
7-6. Combat medics are assigned to the medical platoon and are tasked to support the Infantry battalion. Combat medics are allocated to the Infantry companies on the basis of one combat medic per platoon, and one senior combat medic per company. The location of the combat medic is of extreme importance for rapid medical treatment of casualties.

7-7. The company senior combat medic collocates with the company trains. When a casualty occurs, the CLS renders first aid, or first aid is provided through self-aid or buddy aid. The platoon combat medic or the company senior combat medic goes to the casualty’s location, or the casualty is brought to the combat medic at the CCP. The CCP combat medic makes his assessment, administers initial medical care, initiates a DD Form 1380, U.S. Field Medical Card (see Figure 7-1) then requests evacuation or returns the individual to duty.

7-8. The Infantry platoon combat medic usually locates with, or near, the platoon sergeant. When the platoon moves on foot in the platoon column formation, the combat medic positions himself near the platoon sergeant. If the platoon is mounted, the combat medic usually rides in the same vehicle as the platoon sergeant. Emergency medical treatment (EMT) procedures performed by the combat medic may include opening an airway, starting intravenous (IV) fluids, providing ORAL IV, controlling hemorrhage, preventing or treating for shock, splinting fractures or suspected fractures, and providing relief for pain.

7-9. The Infantry platoon combat medic is trained under the supervision of the battalion surgeon or physician’s assistant and medical platoon leader. The platoon combat medic is responsible for─

Triaging injured, wounded, or ill friendly and enemy personnel for priority of treatment.
Conducting sick call screening.
Assisting in the evacuation of sick, injured, or wounded personnel under the direction of the platoon sergeant.
Assisting in the training of the platoon’s combat lifesavers in enhanced first-aid procedures.
Requisitioning Class VIII supplies from the battalion aid station (BAS) for the platoon according to the tactical SOP.
Recommending locations for platoon casualty collection point.
Providing guidance to the platoon’s combat lifesavers as required.



1. A full squadron will need a doctor, or in our case, the squadron surgeon.

2. Ten medics, one per thirty personnel; the spare one(s) assist the surgeon.

3. The Marines borrow Navy personnel, so the Medical branch is going to be large.

4. Like the junior commissioned and non commissioned officers, Corpsmen could be seconded to obtain experience.

5. Or, you could create a medical branch in the CAVALRY.
 
Confederation Authorized Volunteer Armed Long Range Yeomanry: Organization

Dockmaster - senior warrant officer; in theory, getting medical/two should be faster and cheaper, so certification might not need the prestige of a commissioned rank to attract candidates, combined with automated medical devices to do most of the heavy lifting. You could major in barbery, and minor in surgery and dentistry.

Nurse - medic/one, though I'm assured that nurses actually know more than doctors; junior warrant officer.

Medic - this would require medical/zero, and makes them a specialist, so lancer paygrade.

Medical orderly - that would be a cavalryman who is assigned to assist the medical staff.
 
Confederation Authorized Volunteer Armed Long Range Yeomanry: Organization

I think you have to assign, nominally, an electronics lance to each troop.

One electronician would be preoccupied with flying drone(s), one sensorizing the surroundings, and one networking with the platoon, squadron headquarters and the local net.
 
Confederation Authorized Volunteer Armed Long Range Yeomanry: Organization


paygrade two - lancer, specialist (electronician, medic)

paygrade one - trooper

paygrade zero - volunteer
 
Confederation Authorized Volunteer Armed Long Range Yeomanry: Organization

Looking around what's pragmatic on the battlefield, we find it's electric bikes/motorcycles, for that stealth effect, and I think the range mentioned was one hundred fifty klix.

Add to that quads, two man buggies, and I'll assume four man buggies, and technicals, civilian conversions of sport utilities, four wheel drives, and pick up trucks.

Fuel trucks could actually be mobile fusion reactors, and/or battery packs, possibly with fuel processors.

Since the practical tonnage of wheeled armoured fighting vehicles seems to be thirty tonnes, that may cap that at one hundred twentyish spaces.
 
Confederation Authorized Volunteer Armed Long Range Yeomanry: Organization

Fire support should be from ortillery.

However, dragging along some form of it would be a smart thing to do, in case there are no friendly starwarships over head.

We seem to have settled on the six inch howitzer, light, as being the best bang for buck, considering how much an artillery shell costs, compared to a guided missile.

It would be a fire support troop, in three howitzer patrols of about eight men or so each, though the artillery term seems to be sections, though it could be a section if each howitzer had it's own baggage train, rather than centralizing that under separate maintenance and ammunition's sections.

You could have the howitzer ether towed, or strapped on to a heavy truck, which would make it self propelled.

Alternatives would be four or five inch howitzers; with seven or eight inchers, a guided missile might just be more convenient.

Heavy mortars might not have the required range for an artillery duel, and again, a missile might be more convenient.

Light and medium mortars could be under the direct control of the squadron commander, or probably parcelled out to the troops that need them, considering their lack of range.
 
Confederation Authorized Volunteer Armed Long Range Yeomanry: Organization

Mortars don't take up much space, and it's fairly convenient to drag them along in the cargo hold.

If the squadron has three howitzers under control of squadron headquarters, it's convenient to distribute the mortars to the troops, so that the troop commander has organic fire support.

Considering range and effect, might as well be a medium mortar, manned by a patrol, preferably mounted on an armoured personnel carrier or truck for mobility; three guys probably could operate it, but rate of fire would suffer.
 
Confederation Authorized Volunteer Armed Long Range Yeomanry: Organization

Ballooning would take the form of apprenticing two recruits to a trooper, creating a lance, the two lances would be led by the lancer in a seven man patrol.

Three patrols would form the basis of a section, led by the watchmaster; default twenty two men.

Three sections would be led by the scoutmaster, nominal troop strength would be sixty seven.

Presumably, you now have three troops in a Provisional Squadron, led by a cornet, which brings you to two hundred and two men.

It's a convenient way for a squadron with experienced troopers to become cadre'ed, with support consolidated in the respective headquarter troops, and an additional support and heavy weapon squadrons.
 
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