lets try this again, part 2...
From: Adrian Johnson <ajohnson@i...>
Date: Fri, 09 Jul 1999 16:35:43 -0400
Subject: lets try this again, part 2...
And here's the second part of Jon's original post.
***********************************
>Typical Squad Costing example:
>
>Eight troopers, consisting of Squad Leader with Assault Rifle,
Assistant
>Squad Leader with Assault Rifle, Support MG gunner, Specialist with
Sniper
>Rifle and four ordinary troopers with Assault Rifles (two men are
issued
>with Disposable Rocket Launchers, 1 per trooper, and 1 man has medic
>training). All in Partial Light Armour.
>
>1) Squad Leader: Base cost 10, +50 for leadership, plus 10 for Armour,
>plus 39 for Assault Rifle. Total = 109 points.
>
>2) Assistant Squad Leader: Base cost 10, +30 for assistant leadership,
>plus 10 for Armour, plus 39 for Assault Rifle. Total = 89 points.
>
>3) Regular Trooper: Base cost 10, plus 10 for Armour, plus 39 for
Assault
>Rifle. Total = 59 points.
>
>4) Regular Trooper (Medic): Base cost 10, +5 for medic specialisation.
>plus 10 for Armour, plus 39 for Assault Rifle. Total = 64 points.
>
>5) Regular Trooper with DRL: Base cost 10, plus 10 for Armour, plus 39
for
>Assault Rifle and 46 for DRL. Total = 105 points.
>
>6) Regular Trooper with DRL: Base cost 10, plus 10 for Armour, plus 39
for
>Assault Rifle and 46 for DRL. Total = 105 points.
>
>7) Support Gunner: Base cost 10, + 10 for Support Specialist, plus 10
for
>Armour, plus 84 for SAW. Total = 114 points.
>
>8) Sniper: Base cost 10, + 30 for Specialist Sniper, plus 10 for
Armour,
>plus 84 for sniper rifle. Total = 134 points.
>
>
>Squad Total Cost: 689 points.
>
>
>
>Using the random draw method:
>
>Example -
>Activation Marker random draws are:
>
>1) Squad Leader: REG 2
>
>2) Assistant Squad Leader: GRN 1
>
>3) Regular Trooper: VET 3
>
>4) Regular Trooper (Medic): GRN 2
>
>5) Regular Trooper with DRL: UNT 2
>
>6) Regular Trooper with DRL: ELT 2
>
>7) Support Gunner: REG 1
>
>8) Sniper: GRN 3
>
>looking at what we have got from the random draw, we decide to drop
trooper
>6 from ELT 2 to REG 3, gaining a rebate of 30 points (10 per level). We
>decide to increase the Squad leader to a VET 1, costing 40 points (1
>Quality level and 1 Motivation level), the Asst. Squad leader to a REG
1
>(20 points), trooper 5 to a GRN 2 (20 points) and the Sniper to a VET 2
(60
>points). The additional spend is thus 40 + 20 + 20 + 60 = 140, minus
the 30
>point rebate, for an additional 110 points in total.
>
>Final cost of the complete 8-man squad is thus 799 points; the unit
looks
>like this:
>
>1) Squad Leader: VET 1 Partial Armour,
>Assault Rifle
>
>2) Assistant Squad Leader: REG 1 Partial Armour,
>Assault Rifle
>
>3) Regular Trooper: VET 3 Partial Armour,
>Assault Rifle
>
>4) Regular Trooper (Medic): GRN 2 Partial Armour,
>Assault Rifle
>
>5) Regular Trooper with DRL: GRN 2 Partial Armour,
>Assault Rifle + DRL
>
>6) Regular Trooper with DRL: REG 3 Partial Armour,
>Assault Rifle + DRL
>
>7) Support Gunner: REG 1 Partial Armour,
SAW
>
>8) Sniper: VET 2 Partial Armour,
>Sniper Rifle
>
>Average cost = 100 points per trooper, for regular infantry units.
>
>
>Alternative costing method:
>
>QUALITY RATING:
>UNTRAINED 5 points
>GREEN 10 points
>REGULAR 15 points
>VETERAN 20 points
>ELITE 25 points
>
>MOTIVATION LEVEL:
>1 +20
>2 +10
>3 +0
>
>
>1) Squad Leader: VET 1 20+20=40
>
>2) Assistant Squad Leader: REG 1 15+20=35
>
>3) Regular Trooper: VET 3 20+0=20
>
>4) Regular Trooper (Medic): GRN 2 10+10=20
>
>5) Regular Trooper with DRL: GRN 2 10+10=20
>
>6) Regular Trooper with DRL: REG 3 15+0=15
>
>7) Support Gunner: REG 1 15+20=35
>
>8) Sniper: VET 2 20+10=30
>
>Total = 215
>
>Base cost 609 points
>
>Final points = 824.
>
>
>
>Assault Rifle: 39 points.
>
>Machine Pistol: 16 points.
>
>Light Auto Pistol: 13 points.
>
>Heavy Auto Pistol: 21 points.
>
>HAPAR (Heavy Anti-PA Rifle): 56 points.
>
>Sniper Rifle: 84 points.
>
>Combat Shotgun: 27 points.
>
>Light Support MG: 84 points.
>
>Police Riot Gun: 20 points.
>
>Disposable Light Rocket launcher: 46 points.
>
>Hand Grenade (thrown): 22 points.
>
>Reloadable Guided Missile launcher (HE Warhead): 110 points.
>Each additional missile carried for the launcher will cost 55 points.
>
>Reloadable Guided Missile launcher (Anti-Armour Warhead):134 points.
>Each additional missile carried for the launcher will cost 67 points.
>
>
>
>
>
>
>Other Typical Figures:
>
>Typical Army Trooper: Base cost 10, plus 10 for Armour, plus 39 for
>Assault Rifle. Total = 59 points.
>Squad Leader: 109 points.
>
>Typical Armoured Trooper: Base cost 10, plus 30 for Armour, plus 39
for
>Assault Rifle. Total = 79 points.
>Squad Leader: 129 points.
>
>Typical Street Cop: Base cost 10, plus 5 for Armour, plus 16 for
Machine
>Pistol. Total = 31 points.
>Street Cop Leader: 81 points.
>
>Typical Riot Cop: Base cost 10, plus 10 for Armour, plus 20 for Riot
Gun.
>Total = 40 points.
>Riot Cop Leader: 90 points.
>
>Typical Gang Member: Base cost 10, no Armour, plus 21 for Heavy
Pistol.
>Total = 31 points.
>
>Redneck with Shotgun: Base cost 10, no Armour, plus 27 for Shotgun.
Total
>= 37 points.
>
>Power Armour Trooper: Base cost 10, plus 100 for Armour, plus 84 for
SAW
>and 92 for 2 x Scatter rocket packs. Total = 286 points.
>
>
>
>
>Street Cop unit: 5 cops plus 1 leader = 236 points.
>
>Trooper fireteam: 3 troopers plus 1 leader = 286 points.
>
>PA Assault Team: 2 troopers plus 1 leader = 908 points.
>
>Street Gang: 9 gangers plus 1 leader = 360 points.
>
>Bunch of Good Ole Boys: 6 Rednecks plus 1 leader = 309 points.
>
>Approx. 1000 points will give 4 fireteams of troopers (16 men), 4
patrol
>groups of cops (24 men), one team of 3 PA troopers, or a gang of about
30
>figures split into 3 groups. These all assume nothing but basic weapons
>(specialist and support weapons will cost more), the minimum level of
>Leadership (1 per unit, no assistants) and no modifications to the
random
>chit draw for quality and motivation.
>
>
>
>
>
Adrian Johnson
ajohnson@idirect.com