[SG2] [DS2] A list of questions on TOE and logistics
From: Thomas Barclay <Thomas.Barclay@s...>
Date: Sat, 31 Oct 1998 15:39:42 -0500
Subject: [SG2] [DS2] A list of questions on TOE and logistics
1. What level are Mobile Hospitals attached at?
2. How big is a typical Mobile Hospital unit? Someone got a breakdown
of staffing/vehicles?
3. In a modern setting, IFV crew are
A) part of the infantry unit they transport (each vehicle crew
part
of a squad
B) part of the infantry unit they transport as a separate
transport
platoon
C) really not part of their unit, rather part of an attached
armoured unit under another OIC
4. Logistics people (not counting line infantry, snipers, medics,
combat vehicle crew, air defence, artillery, or engineers, but
includign mechanics, cooks, logistics, other trades, etc).
A) How many in an inf platoon? (I suspect none)
B) How many in an inf Company? (attached to Company?)
C) How many in an inf Battalion? (attached to Battalion?)
D) How many in an inf Division? (attached to Division?)
I'm looking to figure how many men and how much equipment is in a
Division/Company/Platoon/Batallion for tranpsort reasons in FT. I
think I have the combat parts down (veh, air def, arty, eng, snipers,
ew, medics, and infantry) but I don't know about the other services
numbers. (and equipment)
5) What percentage of unit mass represents a months operational
supplies (yes this is complex, but has anyone an idea of what would
be a good 'fudge' that we can use that is simple)? This would cover
food, fuel, medical supplies, spare parts, and any other operational
spares.
I ask this last because I did a quick calc and figured about 1450 Cap
Points for my Infantry batallion (not counting the logistics guys,
any supplies to speak of, or any organic batallion air units, but
with all the other stuff like engineers, CEVs, EW guys and vehicles
etc in place). So what percentage of this would be required on a
monthly basis for
A) High Tempo Operations
B) Normal Tempo Operations
C) Low Tempo (Conservative) Operations
So then I can use FT shipping capabilities and losses to determine if
units should have ammo restrictions, should lack in resupply, etc.
(You can't bring your tank to the fight, as your freighter with the
fuel on it was taken by a privateer).
Anyone in logistics got a suggestion? I'd take the following guesses:
1. Initial operting supplies should be at least a month of operations
(this represents depoting for a bad outcome, not supplies one expects
to use because supplies should start arriving immediately).
2. Some tentative numbers:
Initial supply: Multiply all CP of the force x2. This represents
all
the Kit not seen on the battlefield. For examplemy 1450 Batallion
would have another 1450 in tents, etc. etc. This includes the
month depoting of supplies.
Resupply: Each month, consumption will be
In Hot/High Tempo situation: 50% (lots of expendables plus
replacements)
In Moderate/Normal Operations: 33%
In Conservative Operations: 20%
If you fall short of the Tempo of your War (ie the enemy is
pursuing a high tempo war but you are only getting 40% supplies),
you should start suffering effects. Worse if you are two levels
down. Even worse if you can't make the minimum 20% contribution
because then whole units may either not be capable of operations or
actually disband/disintegrate.
(So if you have better resupply, you can 'push' the enemy and he
starts operating with penalties).
Now, how to integrate good/bad supply choices:
If you need offplanet supply for vehicle parts or something high tech
you can't make locally, add 5% for each vehicle type or major system
that you can't supply (I can't build DFFG/s and grav units for my
units, add 10%).
Either use the equipment quality rating or come up with a separate
general quality rating for unit equipment (so you can have good
equipment quality but poor maintenance - works great, when it works).
In this case, in general terms, for each major system you have that
has a basic maintenance (poor quality), add 5% to your supply
requirement. For each major system that is superior, subtract 3%. If
using primitive and advanced, use 10% and 5% respectively.
This should allow those interested in campaign games to calculate
their supply requirements roughly. This way one can determine if it
is adequate and how much of the budget should be spent not on BCs but
on transports!!!! and how important convoy defence is vis a vis
engaging enemy battle lines. And it means if you chose to fight a
pyrhic battle, you may be dooming yourself in the long run.
Tom.
/************************************************
Thomas Barclay
Voice: (613) 831-2018 x 4009
Fax: (613) 831-8255
"C makes it easy to shoot yourself in the foot. C++ makes
it harder, but when you do, it blows away your whole leg."
-Bjarne Stroustrup
**************************************************/