Topic: Ground Forces in S:NE...?

I've been toying with the idea of doing a ground force or amphibious setting using S:NE for a while now, but never got that far. However, while one of my supplements is almost finished, I've been tinkering again and have the bare bones of a setting.

This is not an in-depth look at ground forces combat, and it is meant to be fairly generic (admittedly it is meant to be more gunpowder-era oriented than ancient warfare). I must also add that some things might be wrong, which is why I'm posting this up (to get some constructive criticism).

All ground forces would be represented as hull-3 vessels, and represent company-level forces. Each infantry company has four platoons plus skirmisher squads (which is represented by four 'Infantry Platoon' weapon batteries and one 'Skirmisher' battery). Each cavalry 'company' has four squads (which are represented by four 'Cavalry Squad' weapon batteries). Artillery batteries would have four gun teams (which are represented by four 'Gun Team' weapon batteries)

There will be four levels of Infantry and Cavalry, named Green, Regular, Veteran and Elite. Green companies have 3 hull and nothing else. Regular has 3 hull and 1 armour, Veteran has 3 hull and 2 armour and Elite has 3 hull and 3 armour. This is to represent both casualties and the loss of morale before that company breaks--an Elite company could stay in the field for twice as long as a Green company.

Artillery 'companies' would be just hull 3 and also have Fragile Systems--this is to represent the fact that artillery are much smaller in terms of numbers.

Weapon batteries:

The Infantry Platoon would be Range 3, BAS 1, Guided+Scatter. This means a SR firepower of 3, a MR firepower of 2 and a LR firepower of 1. The SR firepower indicates combined HTH weapons and close-range volley fire, with the volley fire getting weaker at range.

The Infantry Skirmishers would be two banks of Range 3, BAS .5, Guided and Accurate. This gives a firepower of 1 at all ranges.

The Cavalry Squad is a Dual-Mode weapon. In mode 1, it would be Range 3, BAS .5, Focused and Scatter. In mode 2, it would be Range 3, BAS .5 and Diffuse. The first mode is meant to indicate a stand-off pistol volley, as it is only effective at range 2 (2 firepower at that range, no firepower at SR/LR). The second mode has a SR firepower of 2, a MR firepower of 1 and no firepower at long range. This is to ensure that Cavalry, despite their faster speed, always have to enter Infantry range, as Cavalry ranged fire was shorter than Infantry ranged fire.

--If I can be presented with sufficient evidence that cavalry had equal ranges to Infantry ranged fire, then I'll give Cavalry the Infantry Platoon weapons instead. Dragoons do not count, as they fought on foot, IIRC, and I'm looking at Cavalry as a force that fought on horseback, which from the admittedly limited reading material I've got indicates they had primarily pistols.

The Gun Team is a Dual-Mode weapon. In mode 1, it would be Range 6, BAS 1.5 and Guided. In mode 2, it would be Range 3, BAS .5, Diffuse+Scatter. The first mode is designed to depict standard firepower, as it has a firepower of 2 at all ranges. The second mode is designed to depict canister/grapeshot, as it has a SR firepower of 6, a MR firepower of 2 and no LR firepower.

Speeds I'm thinking of for each force is Infantry as speed 2, Cavalry as speed 4 and artillery as speed 1 (enabling some measure of re-deployment) or speed 0.

What do you think?

Re: Ground Forces in S:NE...?

I prefer Quantum Legions for the Horse and Musket era (not just because I posted the stats).
Dragoons started as mounted foot but as time went on they became medium cavalry expected to carry out scouting roles as well as being able to deliver a mounted charge like heavy cavalry. I believe they would not have gotten far on foot and at a bit of a disadvantage fighting on foot in their cavalry boots, which were not designed for walking. smile It seems a fair number of cavalry had muskets of one kind or another but mainly used them for picket duty unless ordered to hold an area.
Nova I think is better suited to armoured warfare on land and any era naval using the faceted shields for broad bands of armour (thickness) with armour in bands within that.
Maybe I should explain that.
Infantry shields - none.
Light APC add armour 1-3
APC with thicker or tougher skin might be shields 6,6,6,6,6,6 + Armour 0-3 (might deflect some shots and absorb a few before BOOM!)
Light tank might be shields 5,5,5,5,5,6 + Armour 0-4

Nova does lend itself to a wider range of games than just space.

Paul

Re: Ground Forces in S:NE...?

If you are doing boots and hooves propulsion only would it be absurd to use fighters as cavalry? Attached to the larger organizational body until sent forth to scout or attack, more mobile than the parent unit by far and literally eat up space in terms of logistics. Of course, that would probably mean upping the basic ground scale from company to battlion level...hmmm...if you do that you could have battalion level arty on the same design too...
anyway, just a thought.
Always interested to see what you come up with!
Cheers,
Erik

Re: Ground Forces in S:NE...?

Okay, that has sparked off something, Erik. I was hoping to give flexibility by having infantry and cavalry as separate units, but a fighter-as-cavalry concept could work also. Maybe shuttlecraft, but they don't give much variety if you want to go for both heavy cavalry and light cavalry. However, as explained below, the variation on cavalry types isn't that important to the overall idea...

I maybe should explain what I was hoping for--a system that would enable a land battle and sea battle to be fought at the same time, on the same map. I'm also fond of the ironclad era (as I'm sure you know) and was hoping to be able to design some monitors for an amphibious assault scenario.

Hmm...maybe I should give up on separate artillery forces and integrate them into the infantry (and cavalry) unit. If I keep with my ideas of having cavalry as separate forces, then I could give them light horse artillery, and give infantry forces standard artillery (hopefully leaving enough space 'above' the artillery for the heavy naval guns).

It should also be noted that I'm not going for a setting based on Earth history--it would be a new planet that the setting would be based on, so historical accuracy isn't extremely important (which considering the lack of resources I have on the subject is a good thing...;) )

Re: Ground Forces in S:NE...?

The background to mine was that humans had been taken and deposited on planets with other aliens as a sort of training ground for a big fight against evil intruders which were coming.
The beings getting these different species together took a shine to the Napoleonic era of Earth history.
That way I get nice colourful uniforms on my counters!
Also get the odd Napoleonic game out of the same counters.

Be interested to see how you develop your forces.

Paul

Re: Ground Forces in S:NE...?

Well, while I had attempted to generate debate, what I'm actually showing you is my creative 'process'. In the time between my post and now, I contemplated forgetting about this idea for a while because of the issues with scale until I hit upon an idea to do a sea, land and air setting with steampunk/dieselpunk Bolos and aircruisers making an appearance. Yeah, that all happened in a few hours yesterday... :oops: 

I also worked out how to do company-level ground forces, basically re-using the Mixed Flotilla rules from BtUC (the much-needed acronym for Breaking the Unbreakable Chain)--I worked out how much space each Elite company of a given type would need, then divided that up to give the maximum SUs for the sub-units in the company (working out to 31SUs). At the moment, I've got seven types of ground company, with a further three or more planned (these to be amphibious units)