Main Menu

Army units

Started by P3D, March 13, 2007, 12:48:48 AM

Previous topic - Next topic

P3D

Army units have four major characteristics:

- Rating: the overall strength of the unit (in the unit ratings, the "X" of "X/Y"
- Artillery: how strong devastating artillery fire this unit can throw at its opponent (the "Y" of "X/Y").
- Morale
- Strength: what percentage of the unit is ready

The basic army unit in the game is one corps, equaling 2 or 3 divisions plus corps-level attachments. Each corps is considered to have a nominal strength of 50,000 troops.

For book keeping purposes, a corps may be divided into divisions or brigades. Divisions are equal to one half of a corps. Brigades are equal to one tenth of a corps.

The maximum amount of corps a country can maintain is 5-7% of its population, but this is at the expense of the economy. Most nations go bankrupt before that.

There are two generic types of army units available, the Infantry Corps and the Cavalry/Specialist Corps.  For any given technological level, the cost of either unit is the same.  However, the Cavalry/Specialist Corps has less artillery, while benefitting either from increased mobility (Cavalry) or specialized training and equipment (Desert; Alpine; Commando; Marine).  The nature of a specific Cavalry/Specialist Corps is specified when the unit is raised, and can only be changed through a formal restructuring of the unit.

The stats for the Infantry Corps and Cavalry/Specialist Corps, their cost in dollars and BP, and their maintenance costs, are detailed in this table:

Infantry   Cavalry/Specialist  Cost   Upkeep - Mobilized/Active/Reserve
Primitive2/0.52/0.0$4 and 0.50 BP$0.40 / $0.20 / $0.04
Dated3/1.03/0.5$6 and 0.75 BP$0.60 / $0.30 / $0.06
1895 Baseline4/2.04/1.0$8 and 1.00 BP$0.80 / $0.40 / $0.08
1905 Advanced5/3.05/1.5$10 and 1.25 BP$1.00 / $0.50 / $0.10
1915 Cutting Edge    6/4.06/2.0$12 and 1.50 BP      $1.20 / $0.60 / $0.12
19257/5.07/2.5$14 and 1.75 BP$1.40 / $0.70 / $0.14
19358/6.08/3.0$16 and 2.00 BP$1.60 / $0.80 / $0.16

Upgrading army units cost is the rating difference ($2 and 0.25BP per level).

Corps can change their type. This takes half a year and costs 50% of $ and BP necessry to raise a corps of the new type and level from scratch. Elite/Veteran status, if present, is lost, but regained after 6 months.

Unit Readiness:

-Wartime:  the unit is at full strength, ready to move and fight if it isn't already doing so.  

-Active:  the unit is part of the standing army, at 50% of its nominal strength in peacetime.  Once mobilized, the remainder of the corps is rounded out by reservists.  While at this condition, the unit can move and fight, but at reduced strength and capability.

-Reserve:  Only a framework organization of the unit exists - the HQ and a few regiments, with the equipment needed for mobilization stored. Only a fraction of the officers and NCOs are professional soldiers, the majority is reservists called up in time of crisis. This unit can not move or fight to any useful degree until mobilized.

Stockpiling

A Corps can be declared to be in "stockpiled status". This means that the equipment for the formation exists, but there are no men in the formation. The idea is that at "mobilization", some cadres are provided by Active or Reserve units, which are combined with surplus Reservists, fresh Conscripts or Volunteers.

The creation of a Corps costs the normal price ($ and BP) for a formation of its type and level, minus 2$ (cannot be less than 1$). Upkeep is 0 (zero). Activation costs half the $ and 0BP of raising such a Corps from scratch. Further upkeep is like for any other formation of its type and level. Time from Activation to combat readiness is half a year (6 months).

Ammunition Use

If a nation is engaged in trench warfare, units at the theater - units that are not engaging in combat, too - consume artillery ammunition, at a rate of 1000t per corps per Artillery rating. Ammunition can be stockpiled, the maximum amount is six months of reserve for the entire army - the total 'artillery' rating of one's armed forces.

1000t ammo cost 0.2BP and $0.2.

UK in the Great War had spent more than 4 million tonnes of ammunition, about 5000t per corps per six month.

Morale Levels

-Green/Reserve: a freshly raised or just mobilized reserve unit.

-Regular: Standing army, or recruit corps after 6 months in wartime. A newly raised corps need 12 months to achieve this status.

-Elite:  Any 'Regular' unit kept at wartime upkeep in peacetime for 24 months becomes 'elite'. During war, after twelve months of warfare without horrendous losses, a 'regular' unit can become 'elite'. This bonus disappear after 6 months of reduced readiness.

-Veteran:  Elite units after 18 months of war, unless the casualties were very heavy (Great War - like), become 'veteran'. Effect would dissipate after taking heavy losses or three years of peacetime, degrading unit back to elite. Funding cut back will reduce the morale status to 'regular' in six months.

Chemical Warfare

Each single use of gas attack cost $0.5 per corps. Effect depends on the relative gas warfare level of the two combatants. Actual implementation is up to the GM.


May 22 2008 Edit:  Fixed maintenance costs for units at reserve status.
The first purpose of a warship is to remain afloat. Anon.
Below 40 degrees, there is no law. Below 50 degrees, there is no God. sailor's maxim on weather in the Southern seas

Borys

#1
Ahoj!
An attempt to make visualisation easier.

Infantry unit levels and ratings

Primitive Rating 2 Artillery 0.5 - black powder weapons
Dated 3/1 - rifles and some breech loading artillery pieces with no recoil recuperation
Baseline 4/2 (1895) - some QF artillery, a few HMG, Manchurian War, early WWI French or Austro-Hungarian armies
Advanced (1905) 5/3 - ample QF artillery, heavy artillery at corps level, some HMG, early WWI German, Russian, British armies
Cutting Edge(1916) 6/4 - this is late WWI infantry

Similar guidelines apply to the lighter troops - the Cavalry and specialist corps (mountain and jungle troops, marines)
NEDS - Not Enough Deck Space for all those guns and torpedos;
Bambi must DIE!

The Rock Doctor

#2
Motorized Land Units

Motorization

The 1900 motorization tech represents the understanding that motor vehicles could be used for military purposes.  It allows testing of individual vehicle types in different roles, but has no noticeable effect on the abilities of a unit.

Subsequent tech levels do provide tangible benefits to the units, and may be purchased for those units:

Generation   $ CostBP CostBuild TimeEffect
1910$1.000.506 monthsArtillery, HQ elements motorized; improved tactical mobility
1920$2.001.006 monthsAll supporting elements motorized; improved strategic mobility

The cost of motorization is added to that of the affected army unit for determination of maintenance costs.

Upgrading from 1910 to 1920 motorization costs $1 and 1.00 BP, as the earlier generation of vehicles are junked and replaced by a greater number of more capable vehicles.

Discarded 1910-vintage vehicles can be recycled for scrap.

It is recommended that players consider a nomenclature scheme to differentiate between motorized and non-motorized army units.

Armored Cars and Light Armor

The basic unit of light armor is the Brigade. A light-armored brigade may operate independently or attached to a mechanized infantry corps. Larger units of light armor are possible. To build a light armored division, multiply the values in this table by 5, and to build a light armored corps, multiply the values below by 10.

Armored Cars & Light Armor Brigade
CostUpkeep
DateRating$BPMobilizedActiveReserve
19051/0$1.500.750.1500.0750.015
19101.25/0$1.500.750.1500.0750.015
19151.5/0$1.7510.1750.0880.018
19202/0$2.0010.2000.1000.020


Upgrading armored cars/light tanks from one technology level the next requires considerable additional expenditures, including the full amount that a new unit of that level would cost in BP, as well as that same amount in $. So to upgrade a brigade from 1910 to 1915 armored cars would cost $1 and 1 BP.

Discarded armored cars/light tanks may be recycled for scrap.

Heavy Armor

The basic unit of armor is the Brigade. An armored brigade may operate independently or attached to a mechanized infantry corps. Larger units of armor are possible. To build an  armored division, multiply the values in this table by 5, and to build an armored corps, multiply the values below by 10.

Heavy Armor Brigade
CostUpkeep
DateRating$BPMobilizedActiveReserve
19102/0$2.501.250.2500.1250.025
19152/0$3.001.50.3000.1500.030
19202.5/0$3.001.50.3000.1500.030


Upgrading tanks from one technology level the next requires considerable additional expenditures, including the full amount that a new unit of that level would cost in BP, as well as that same amount in $. So to upgrade a brigade from 1910 to 1915 tanks would cost $1.5 and 1.5 BP.

Discarded tanks may be recycled for scrap.

Armored Trains

An armored train is classified by the largest gun carried within it; there is usually just one such weapon.  The train will also include a security detail  and a few light defensive guns.

The cost of trains is:

Main Gun          $ Cost       BP Cost    Build Time
5 - 6"$0.200.106 months
7.5 - 8.27"$0.400.206 months
9.2-10"$0.600.309 months
10.75" - 12"$1.300.6512 months
13" - 14"$2.101.0512 months

Half-yearly maintenance is 25% of cost when mobilized, 12.5% when active and 2.5% in reserve.

If surplus naval artillery is used for the train's main battery, the dollar/BP cost of the gun (simulated as a deck mount, with no armor) is subtracted from the cost of the train as listed above.  Construction time is reduced by three months.

Armored Trains are not significantly impacted by technological progress, so do not require "upgrading".  

An armored train can be upgraded to a larger size, by replacing the main gun car(s) and possibly adding additional locomotives and support cars.  The full cost of the larger train size - less one half the $/BP cost of the original sized train - is paid.  The original gun and carriage are discarded in the process, but may be recovered for scrap.

The Rock Doctor

Mobilization of Land Units

1.  It takes one month to move a unit from Reserve to Active status.  Once active, it may be transported, and defend at reduced effectiveness.

If the nation has completed the 1910 Reserves Tech, this interval is reduced to one week.

2.  It takes one week to move a unit from Active to Mobilized status.  Once mobilized, it may fight at full capacity.

Guinness

#4
Changes:

2009-09-29: Updated cost and upkeep table for army units. Old table can be found in old rules section.
2009-11-05: Updated rules for light armored and armored units.