SD+SB in Middle Earth

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Post by Ren »

Cpt_Frank wrote: Additionally, the dwarfs seem to be pretty unreliable allies, who knows what they'd do with the things we have to leave such as the .50 MGs?
Forgot about this line. Why do the dwarves seem to be unrelible allies? They seem relible enough to me and why would we have to abandon the base at all considering that if we are proactive we can stop the army Sauron is going to be sending our way before it is ever formed and a token defense could probably hold out against any other attacking force until help arrives.
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Post by Perinquus »

Rob Wilson wrote:
Cpt_Frank wrote:
Rob Wilson wrote: Too high a rate of fire, stick with 7.62mm and have the SLR and either the M-60 or FN MAG.
The rate of fire can be reduced (as is with the MG-3 which is chambered in 7.62 and an excellent LMG)
I'd rather have a GPMG than an LMG as this is a defence situation for the deployment of these weapons.
The MG3 is a GMPG, it fires 7.62mm NATO ammo, same as the M60 and the Belgian Mag58.

Even the higher rate of fire is not so bad. As long as you fire relatively short bursts, ammo comsumption will not be too much higher. The high rate of fire out of the WWII MG42 was rightly feared by Allied troops, as the amount of lead in the air made the MG42 act almost like a giant shotgun. Hell, the U.S. army was so impressed with the thing, that they tried to copy it. Unfortunately, they made a dimensionally identical copy and just resized the chamber for the .30-06, without taking into account the greater case length of the .30-06 compared to the German 7.92mm Mauser. As a result the action wasn't quite long enough, and the weapon would only fire the first round before jamming. D'oh! :oops:

Still, the Mag58 would be a good choice too. It's built to take a lot of abuse, but unfortunately, that makes it about 5 pounds heavier than most other weapons in its class, and it's no fun carrying the damned thing on marches. The proportions of the thing, and the placement of the ejection port make it very awkward to fire from the standing assault position - not something you do all that often, but useful when you need to.
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Post by Sea Skimmer »

Ren wrote:
Cpt_Frank wrote: Additionally, the dwarfs seem to be pretty unreliable allies, who knows what they'd do with the things we have to leave such as the .50 MGs?
Forgot about this line. Why do the dwarves seem to be unrelible allies? They seem relible enough to me and why would we have to abandon the base at all considering that if we are proactive we can stop the army Sauron is going to be sending our way before it is ever formed and a token defense could probably hold out against any other attacking force until help arrives.
The Dwarves will fight only to directly protect their own interests. They care only for there own lands and riches and hid away in places like the Lonely Mountain.
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Post by Patrick Ogaard »

Cpt_Frank wrote:[quote="Ren]*snip*
The lonely mountain is more than one thousand kilometers away from the action.
How fast do you think we would be able to cross this distance?
If we're able to march 12 hours a day at 5km/h with full equipment and armament, we'd make 60 km per day. That means we'd need 19 days until we arrive where we are needed, and that is not considering the difficult territory we'd have to cross and other nasty things we might encounter.
Additionally, the dwarfs seem to be pretty unreliable allies, who knows what they'd do with the things we have to leave such as the .50 MGs?
Helm's deep would be a nice position, and if they notice that we are there then what are they going to do. Poisoning the food supplies can be detected, and our heavy firepower will ensure that no force Sauron and co could muster at that point of the timeline would be a serious danger to us.[/quote]

Lonely Mountain does seem to be a bit too far away, but for a mass deployment of the taskforce, we would not be limited to walking speed. As long as the track along which the taskforce moves is wide and solid enough for an ox-cart, there is the option of using the 150 assorted HMMWVs, or Hummers, that the taskforce is equipped with.

The HMMWV is a diesel-powered 4x4 vehicle expressly designed for off-road travel, and even an unprepared HMMWV can ford a solid-bottom creek or stream up to 30 inches deep, or up to 1.5 meters deep if a fording kit is installed. The troop carrier versions can carry up to eight passengers each, while cargo versions can carry roughly a ton of gear (2,500 pounds including crew). Since the scenario also describes "tankers," this presumably means that there will be one or more trailers for water provided. In a pinch, the taskforce could even forage for fuel, since diesel engines don't complain too loudly when fed vegetable oil. (One would just have to find a sizeable town with stocks of several thousand liters of vegetable oil, which would be a task in itself.) Even at a low speed going cross country or over poorly made roads, a group of vehicles should be able to cover two hundred or more kilometers per day.

If, for instance, the main base were situated in the bend of the river Isen that is located just south of the Fords of Isen, the taskforce should be able to quickly deploy sizeable detachments to Isengard or Rohan as needed.

The vehicles could never be inconspicuous. But in a world where, if typical medieval performance is assumed to hold true, a lone rider on a horse is not going to get farther than 50 kilometers in a day's riding, the vehicles will be second only to hitching a ride on one of the big Eagles or cloning Shadowfax.

Another thing to remember about marching speeds and speeds of travel on horseback is this: the bigger the group, the slower it will travel. Large groups, in the hundreds or thousands, are notoriously hard to get going and nearly as hard to stop. Unless prepared camps are used along the marching route, a group of a few hundred people should need an hour or two every morning and every evening just to wake up, eat, and get organized enough to get marching or get to sleep. If the group needs to maintain any kind of security, then a secure camp will have to be built each evening, or at least tents will have to be pitched and guards set up. All of that takes time. A large group of marchers, unless seriously motivated, will likely manage about as much distance as an ox-cart, about 15 kilometers per day. Romans might manage 30. Also, no group is going to be able to march 12 hours per day for more than one or two days before people by the dozen become victims of blisters, sprains and sheer exhaustion. If everyone is carrying food, water, shelter, weapons and armor, then things get even worse.
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Post by Ren »

Sea Skimmer wrote:
Ren wrote:
Cpt_Frank wrote: Additionally, the dwarfs seem to be pretty unreliable allies, who knows what they'd do with the things we have to leave such as the .50 MGs?
Forgot about this line. Why do the dwarves seem to be unrelible allies? They seem relible enough to me and why would we have to abandon the base at all considering that if we are proactive we can stop the army Sauron is going to be sending our way before it is ever formed and a token defense could probably hold out against any other attacking force until help arrives.
The Dwarves will fight only to directly protect their own interests. They care only for there own lands and riches and hid away in places like the Lonely Mountain.
And this makes them unrelible how? It seems that if they are always going to do something ( fight) only for a certain cause( immidiate self protection) in a certain way ( never take the battle to the enemy, no preemptive strikes, ect.) like you are saying ( which is probably not true because otherwise why did Sauron split his forces to strike at them rather then concentrating them on Gondor) then they are very relible. It is definitly in the Dwarves best intrest to aid us against their enemy Sauron and to do so proactivly and unless they are all retarded they will realize this.
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Post by Patrick Ogaard »

Sea Skimmer wrote:We don't want MG42's. They waste vast amounts of ammo, and burn though barrels too quickly.
Standard doctrine for the MG3 is to swap the barrel after every 150 rounds fired without extended interruption. That's not really that extreme by MG standards.

As for too much ammo going out, there are two approaches to that problem: training in firing short, controlled bursts, and getting the Italian bolt for the MG3. The Italian bolt is heavier and reduces the cyclic rate to 700-900 rpm.
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Post by Sea Skimmer »

Ren wrote:
Sea Skimmer wrote:
Ren wrote: Forgot about this line. Why do the dwarves seem to be unrelible allies? They seem relible enough to me and why would we have to abandon the base at all considering that if we are proactive we can stop the army Sauron is going to be sending our way before it is ever formed and a token defense could probably hold out against any other attacking force until help arrives.
The Dwarves will fight only to directly protect their own interests. They care only for there own lands and riches and hid away in places like the Lonely Mountain.
And this makes them unrelible how?
:roll: Because they wont consider the interests to be at risk until they come under direct attack. For that to be happening it would mean we've already failed.
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Post by Crayz9000 »

Even so, the Dwarves' best strength is not in combat, but in metalworking. Remember that of all the armor in Middle-Earth, the best came from the armouries of the Dwarves. Also, the Lonely Mountain has extensive forge facilities, and with a little time and effort the Dwarves could be producing high-grade materials for us. Of course, they'd certainly want something in exchange, but that could be arranged; if we show them modern steelmaking techniques, they'd certainly be interested.

The Lonely Mountain would make a good supply base, but we would certainly need to establish forward bases, like at Helm's Deep.
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Post by Ren »

Sea Skimmer wrote:
Ren wrote:
Sea Skimmer wrote: The Dwarves will fight only to directly protect their own interests. They care only for there own lands and riches and hid away in places like the Lonely Mountain.
And this makes them unrelible how?
:roll: Because they wont consider the interests to be at risk until they come under direct attack. For that to be happening it would mean we've already failed.
The Dwarves have more motivations than simply immediate self defense take for example the war with Azog no more dwarves were at risk and they were not being immediatly threatened but they went to war anyway. They have many motives and many reasons for helping us.

As for the question of their reliblity I'm a little confused as to what you mean by unrelible, Cpt_Frank was talking about the dwarves stabbing us in the back and that was what I was responding to, but you seem to be trying to answer the question of whether or not they will ally with us. Is that correct?
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Post by Crayz9000 »

The biggest risk with the Dwarves is their greed for precious metals, especially gold and mithril. If we can't pay them, they won't work for us; it's as simple as that.

There might be other methods, however; like if we showed them some techniques. Even so, there's still a risk of them kicking us out after they master the metallurgy techniques. Basically, our best option with the Dwarves is financial motivation...
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Post by Ren »

Crayz9000 wrote:Even so, the Dwarves' best strength is not in combat, but in metalworking. Remember that of all the armor in Middle-Earth, the best came from the armouries of the Dwarves. Also, the Lonely Mountain has extensive forge facilities, and with a little time and effort the Dwarves could be producing high-grade materials for us. Of course, they'd certainly want something in exchange, but that could be arranged; if we show them modern steelmaking techniques, they'd certainly be interested.

The Lonely Mountain would make a good supply base, but we would certainly need to establish forward bases, like at Helm's Deep.
The forward base at Helm's deep might be a very good idea, especially if we are allied with dwarves. Think about what Gimili said about fortifing it; something along the lines that with some of his clansmen and a few years he could make it a place that armies would break on like waves against the rocks, and the glittering caves would probalbly be payment enought for the job. The problem would be the King of Rohan agreeing to this, but that may be solvable diplomaticaly.
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Post by Keevan_Colton »

Ren wrote:
Crayz9000 wrote:Even so, the Dwarves' best strength is not in combat, but in metalworking. Remember that of all the armor in Middle-Earth, the best came from the armouries of the Dwarves. Also, the Lonely Mountain has extensive forge facilities, and with a little time and effort the Dwarves could be producing high-grade materials for us. Of course, they'd certainly want something in exchange, but that could be arranged; if we show them modern steelmaking techniques, they'd certainly be interested.

The Lonely Mountain would make a good supply base, but we would certainly need to establish forward bases, like at Helm's Deep.
The forward base at Helm's deep might be a very good idea, especially if we are allied with dwarves. Think about what Gimili said about fortifing it; something along the lines that with some of his clansmen and a few years he could make it a place that armies would break on like waves against the rocks, and the glittering caves would probalbly be payment enought for the job. The problem would be the King of Rohan agreeing to this, but that may be solvable diplomaticaly.
Yet again the prospect of wong v. wormtounge in a debate.....I think after the likes of RSA it shouldnt be too bad and well worth it to see :lol:
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Post by Ren »

Crayz9000 wrote:The biggest risk with the Dwarves is their greed for precious metals, especially gold and mithril. If we can't pay them, they won't work for us; it's as simple as that.

There might be other methods, however; like if we showed them some techniques. Even so, there's still a risk of them kicking us out after they master the metallurgy techniques. Basically, our best option with the Dwarves is financial motivation...
Dwarves are greedy but most are not consumed by it as otherwise Saurons seven rings would have been pointless. Financial motivation may be be the best option but it is not the only option as dwarves are motivated by more than greed as pointed out by the war with Azog. Several diffrent approches may be combining giving the dwarves very good reasons to work with us.
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Post by Mr Bean »

Want the Dwarves on our side?
Point out how much aditional ass we will help them kick and how with our help, they will be better than the pointy ears for all time to come
And if that fails?
Bring Vodka, Lots of Good Vodka 8)

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Post by Grand Moff Tim »

Rob Wilson wrote:
Grand Moff Tim wrote:I have written up an updated version of the scenerio, does anyone want me to post it in this thread, or as a new one?
How did I miss this? Have you posted the updated idea anywhere Tim?
I have it om my hard drive, here it is:
The top 200 posters on SB, the top 200 posters here on SD and anyone with military experience from either are sent to Middle Earth around TA 3000 (one year before the beginning of FOTR). The main war does not begin until TA 3018.

Assume, for a moment, that we do not immediately kill each other (except BigBryan and Laird).


Present there is a large-sized military base, with .50 cal machine guns and 40mm grenade launchers fixed in armored towers with vast ammo stores that cannot be removed. There are thick concrete walls and a trench, which is spanned by a drawbridge. The base is located in the Gap of Rohan.

Inside are ample barracks and training facilities, a well-stocked medical clinic, a fully functional chemistry lab with supplies, a fully functional machine shop with supplies, an electrical lab with supplies, a coal-fired power plant with supplies, a library of pertinent books, 100 of the various unarmed versions of the Hummer (tankers, trucks,), and 50 construction vehicles (backhoes, bulldozers, dumptrucks).

Munitions are comprised of a massive supply of rations, uniforms, body armor, NBC suits, fuel, and the following weapon and ammo types: SLRs, M9 Barettas, M1911A1s, 9mm NATO, .45 ACP, and 7.62mm NATO, as well as grenades.

All those with firearms experience get to choose a pistol and a rifle, but they have no ammo other than that listed above. People who have military experirnce may additionally bring an L7A2 GMPG, as well as their personal weapons. They can carry one backpack each. They are automatically immunized to any middle-earth diseases, cured of any current infectious diseases and pyshical ailments, and know Westron fluently with decent Sindarin. Command is divided betwrrn Darth Wong and Jegs2.

The objective: Neutralize Saruman's forces, and distract the forces of Mordor long enough for the Fellowship to sneak in. Any who completes this operation will recieve a doubled life expectancy, treasure, and the ability to return home if you desire.

What do you bring, and how well do we do?
Better?
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Post by Ren »

Grand Moff Tim wrote:
I have it om my hard drive, here it is:
The top 200 posters on SB, the top 200 posters here on SD and anyone with military experience from either are sent to Middle Earth around TA 3000 (one year before the beginning of FOTR). The main war does not begin until TA 3018.

Assume, for a moment, that we do not immediately kill each other (except BigBryan and Laird).


Present there is a large-sized military base, with .50 cal machine guns and 40mm grenade launchers fixed in armored towers with vast ammo stores that cannot be removed. There are thick concrete walls and a trench, which is spanned by a drawbridge. The base is located in the Gap of Rohan.

Inside are ample barracks and training facilities, a well-stocked medical clinic, a fully functional chemistry lab with supplies, a fully functional machine shop with supplies, an electrical lab with supplies, a coal-fired power plant with supplies, a library of pertinent books, 100 of the various unarmed versions of the Hummer (tankers, trucks,), and 50 construction vehicles (backhoes, bulldozers, dumptrucks).

Munitions are comprised of a massive supply of rations, uniforms, body armor, NBC suits, fuel, and the following weapon and ammo types: SLRs, M9 Barettas, M1911A1s, 9mm NATO, .45 ACP, and 7.62mm NATO, as well as grenades.

All those with firearms experience get to choose a pistol and a rifle, but they have no ammo other than that listed above. People who have military experirnce may additionally bring an L7A2 GMPG, as well as their personal weapons. They can carry one backpack each. They are automatically immunized to any middle-earth diseases, cured of any current infectious diseases and pyshical ailments, and know Westron fluently with decent Sindarin. Command is divided betwrrn Darth Wong and Jegs2.

The objective: Neutralize Saruman's forces, and distract the forces of Mordor long enough for the Fellowship to sneak in. Any who completes this operation will recieve a doubled life expectancy, treasure, and the ability to return home if you desire.

What do you bring, and how well do we do?
Better?
I prefer to have a flexible starting location. You have fuel for both the vehicles and the power plant, correct?
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Post by Grand Moff Tim »

Ren wrote:
Grand Moff Tim wrote:
I have it on my hard drive, here it is:

snip

Better?
I prefer to have a flexible starting location. You have fuel for both the vehicles and the power plant, correct?
Yes, both the vehicles and power plant have lots of fuel.
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Post by weemadando »

Another suggestion.

Everyone is to take atleast 2 square metres of photovoltaic cells back with them as part of their "pack". Certain people should also carry packs FULL of cabling and other bits to allow our base and if possible, some of our vehicles to run off solar power rather than wasting precious fuel.
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Post by Ren »

weemadando wrote:Another suggestion.

Everyone is to take atleast 2 square metres of photovoltaic cells back with them as part of their "pack". Certain people should also carry packs FULL of cabling and other bits to allow our base and if possible, some of our vehicles to run off solar power rather than wasting precious fuel.
It's probably more important to do something to reduce the fuel dependence of the vehicles rather than the base since coal is an availible resource in Middle Earth, evidenced by Thorin and Company making their living off of mining it for many years.
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Post by Raoul Duke, Jr. »

Whoa! I didn't even notice I'd been mentioned in here until tonight! Cool!
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Post by Coyote »

Bear in mind that the location must take into account a river of some sort, not only for transportation but also so we can try to create a hydropower source. A river at our backs also gives us one less avenue of approach to worry about; we could place a few people there while concentrating firepower on the overland approaches, where massed orc attacks are more likely.

We also need to be close to the action. Time marching is time wasted, not to mention precious fuel stores as well as wear and tear on the vehicles. If we're rubbing elbows with the locals, we have more opportunities for creating working relationships with the nobles, craftsmen, shopkeepers and so on. It also allows opportunities for... companionship. We'll also be able to hire native help (cooks, farmers, etc).

Face it, we'll be in an odd social status: more than commoners but not quite knights. Some of us may acquire squires as apprentices, it may even be expected in some social situations (ie, Jegs2, Lord Wong, the Duchess, I dunno about the NCOs). Dressing like locals would be good, is the base facility equipped with a couple banks of sewing machines so we can produce high-quality clothing quickly? This may be another great way (besides distilling/brewing hooch) to get into the local economy.

Back to the weapons issue, we are coming full circle by talking about 7.62 NATO semi-autos again, and the Galil ARM once more moves to the forefront. Anything with a Kalashnikov style action is a good idea, and the Galil ARM has the usual integral folding bipods mounted, improving steady aim... Plus, Rob, it is fairly heavy so folks won't want to carry it outside too much anyway. We'll definitely need local weapons training-- our own specialists plus hired locals can square that away.

You know what? A couple of UAVs would be sweet....
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Post by weemadando »

Coyote wrote: You know what? A couple of UAVs would be sweet....
I was thinking before, what would be the minimum amount of stuff we would have to bring back to establish a satellite in geosynchronous orbit for surveillance.

Then I realised haow fucking stupid that idea was and that a few solar powered drones with theoretically infinite endurace would be far better.
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Post by Knife »

:lol: I think it is funny that we are on page 33 and we haven't even decided on our weapons kit yet let alone when and where we will attack.

Do we have some sort of concenus on weapons? It seems that we are back to considering semi auto rifles in the 7.62 area.

Scout:
Primary weapon: Rifle (assualt, semi, bolt, ?)
Secondary weapon: Pistol (does it really matter what kind)
Tertiary : Sword (locally made and probably
some sort of bastard or hand and 1/2
sword) / Combat knife

Other equipment: Utility knife, atleast four mags for
rifle and two mags for the pistol
local garb

*************************
Support Staff:
Primary weapon: Their brain
Secondary weapon: Group leaders will have pistols
according to skill level and others
will be equiped with the various
SMG's, shotguns, and the rest of
the pistols.
Tertiary weapons: Sword (see above)/ Combat knife

Other equipment: Various equipment found in our labs
and work shops in the base.

Personel break down:

According to the original senario, we have about 300 people give or take. Out of these, it seems that 100 is a reasonable number for actual troops. Now, it will all depend on ability but 1 out of 3 is not that hard to strive for. The remaining would be the support staff and quite frankely, they are the important ones here, to sustain our tech advantage and exploit the advantage to its highest ability.

100 troops will translate into a Company rather nicely and the break down from there is pretty easy. 3 platoons with a small 10 or so man command staff (using a USMC model). This will alow a good rotation on duties, one platoon on "patrol/combat mission" with one on alert/guard duty, and one on down time/training.

Over all mission and execution:
When and where to strike.

1. Should we shadow the Fellowship and "clear" the way for them. Take the brunt of the attack in various locations as the group advances?

2. Should we divert enemy forces that would normaly be assigned to hunt down the fellowship and or used to attack Gondor and Rohan and have them focus on us? Reduce the over all size and ability of Suaron and Suaroman to hunt down the ring. (Helms Deep senario)

3. Initiate a sabotage campaign on Suroman when he declares allegience to Mordor. Take out his industrialization attemps and pull raids on resources he needs to make his army?

4. Become primaraly a force multipler by consulting and advising the major powers on how to defend against Mordor?

5. Become a unifying force to unite the various kingdoms into on soldid force to destroy Mordor? Create our own super kingdom on ME.
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Post by Keevan_Colton »

Knife wrote::lol: I think it is funny that we are on page 33 and we haven't even decided on our weapons kit yet let alone when and where we will attack.

Do we have some sort of concenus on weapons? It seems that we are back to considering semi auto rifles in the 7.62 area.

Scout:
Primary weapon: Rifle (assualt, semi, bolt, ?)
Secondary weapon: Pistol (does it really matter what kind)
Tertiary : Sword (locally made and probably
some sort of bastard or hand and 1/2
sword) / Combat knife

Other equipment: Utility knife, atleast four mags for
rifle and two mags for the pistol
local garb

*************************
Support Staff:
Primary weapon: Their brain
Secondary weapon: Group leaders will have pistols
according to skill level and others
will be equiped with the various
SMG's, shotguns, and the rest of
the pistols.
Tertiary weapons: Sword (see above)/ Combat knife

Other equipment: Various equipment found in our labs
and work shops in the base.

Personel break down:

According to the original senario, we have about 300 people give or take. Out of these, it seems that 100 is a reasonable number for actual troops. Now, it will all depend on ability but 1 out of 3 is not that hard to strive for. The remaining would be the support staff and quite frankely, they are the important ones here, to sustain our tech advantage and exploit the advantage to its highest ability.

100 troops will translate into a Company rather nicely and the break down from there is pretty easy. 3 platoons with a small 10 or so man command staff (using a USMC model). This will alow a good rotation on duties, one platoon on "patrol/combat mission" with one on alert/guard duty, and one on down time/training.

Over all mission and execution:
When and where to strike.

1. Should we shadow the Fellowship and "clear" the way for them. Take the brunt of the attack in various locations as the group advances?

2. Should we divert enemy forces that would normaly be assigned to hunt down the fellowship and or used to attack Gondor and Rohan and have them focus on us? Reduce the over all size and ability of Suaron and Suaroman to hunt down the ring. (Helms Deep senario)

3. Initiate a sabotage campaign on Suroman when he declares allegience to Mordor. Take out his industrialization attemps and pull raids on resources he needs to make his army?

4. Become primaraly a force multipler by consulting and advising the major powers on how to defend against Mordor?

5. Become a unifying force to unite the various kingdoms into on soldid force to destroy Mordor? Create our own super kingdom on ME.
I like the basic break down there, I'd recomend modified armour for the scouts, a mix of kevlar and heavy leather or steel plates...I'm considering what would be best against swords. Its a shame we cant get some of the specta/fibreglass composite material that I've seen made into vests...it are amazingly cut resistant. A simple long sleeved vest of that nature would provide slashing protection on par with that described for mithril....
I wouldnt recommend a pure modern armour, unless we use rifle plates which should give reasonable protection against melee weapons...though it wouldnt be the best option weight wise.
Hand-and-a-half swords (which is really just another name for a bastard sword) would be a good option, they are fairly versatile weapons. I think most here could become reasonably proficient with a bit of work, they are also probably the best option from weight point of view aswell. Local procured ones are probably best, well made swords are hard to find these days...most manufacturers with access to quality materials produce either display blades that arent much good in terms of balance or weight....or alternatively designed for re-enactment combat...meaning a dulled blade and rounded tip...some can hold a decent edge but not a lot.
Pistols will be a good option for scouts, easily concealed, the locals wont recognize them as weapons even if they see them and they allow us a greatly superior firepower compared to the locals at close range...we will want some rifles among the scouts, but we should be careful to conceal them at all times...they are large enough to be suspected to be weapons.
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"I'd drive more people insane, but I'd have to double back and pick them up first..."
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Coaan
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Joined: 2003-01-03 08:09am
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Post by Coaan »

Battle plan, Draft 1, First few months.

Army consists of two hundred Rabid Ewok grunts, fifty ESAS (Ewokian Special Air Service, Elite of the elite), Fourty ESP (Ewokian Scout patrol), Eight EM (Ewokian Medics) , One C3po unit to ensure subserviance and obediance and myself.

Equipment: Paired hatchets constructed for myself, three hundred spears, Fourty wooden bows with quivers of arrows to go with and fifty air gliders.

Stage one,
Establish fortifications within the woods surrounding the shire, set up tree house command centers and industry buildings as well as military barracks for the troops and stockpiles for the arsenal, go in with the troops and set up the chain of command: Me- Chief. Everyone else- Grunt. As soon as the scouts arrive, send them out to gather reconnasince of the areas surrounding while the rest of the troops assemble holding pens for the dinner they will have in the future.

Once the industry is in place, begin harvesting wood and other usable items to manufacture additional weapons and gliders, assuming losses will occur, when scouts return bearing their information, move onto Stage two.

Stage two,
Cry Uttnni! and let loose the teddie bears of war upon the defensless shire, first sieze the outlying farms and the hobbit families there, detaining them to be led back to the holding pens to be used as nourishment and food for the coming war, once all avenues of escape are cut off, send in the ESAS to bombard hobbiton from on high whilst the shock troops move into place to begin the assault on the hub of hobbiton, taking prisoners where appropriate for the stocks, gutting the rest of the little fuckers on sight.

When the dust settles, horde the captives back to the main camp, keeping a skeliton amount of hobbits on their farms to harvest food, under guard but ofcourse, Any characters by the name of Sam, Merry and Pippin will be immediatly killed. The one carrying the holy device may pass. the Shire, now under control and well stocked for our army is almost ready. Medics are sent out to treat the wounded while the scouts once again depart in search of both the Ents and the dwarven smithies. Grunts and myself happily feast on hobbits and those hobbits who's loyalty faulter are offered endless beer and cheese to ally with us...surprisingly the hairless curs flock to our banner right away, are taught to fight and taken off the menu. Ranks swell.

Stage Three,
After making contact with tree sheperd called treebeard, have scouts armed with fire sticks start igniting parts of forest around scary black wizard place called is-en-grand or something, place whispers carefully that scary mean wizard start fires to goad ents into joining cause, surprisingly effective...will continue this tactic as ents are too damned slow at things. Am Sad at burning trees but angry carebear gods demand it. Ranks swell.

When find dwarfs, will also spread rumours elves are planning to take advantage of them (again so I hear) to gain support with the smithies. Will also offer heinous amounts of beer brewed by hobbits, when gain enough support, will upgrade pointy sticks to nice shiney pointy sticks they make...shinnnneyyy....

Also recruit to upgrade Air gliders, ranks swell, beer drunk. Troops ready for war almost. for now spread out and defend new borders. Sent scouts out once again to learn the land. V green...like trees.

Chief Cheeo
Ewokian high command.
Xcom ; Standing proud and getting horrifically murdered by Chryssalids since 1994
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