Wednesday, 21 August 2013

An Analysis of Bwendi Military Forces on Beltene

Crikey, my last post on here was in May. That is months ago. Well, I guess I have been busy and we have not been gaming much lately, but that is still a pretty poor show on my part. Inspired by a post on Waystar High Port about the Imperial army in the sectors that he is building, I started to think what forces would be available to Steve and I in our quest for domination of Beltene. I have dealt previously (here, here and here) with lower level forces for the Bwendi, so this post makes a start on the larger formations available.

The first port of call was JTAS 10 as seen in kobold's post. I decided to use the table as written. So, we have a balkanised world with UWP: B 866673-9 Ag Ni Ri G630 Na. Tech Level is 9 and the Population is 6. This gives 15 battalions available on the world. Striker identifies battalions as approximately 500 people, so that means that of the six million inhabitants on this planet, 7500 are in the army. That does not sound like very large armies at all, when they have to be divided between two sides.

Striker II offers some additional thoughts on what is available: approximately 1% of a warlike population. Yes, both Bwendi and Albion count as warlike: the former because it is forced to defend itself against the latter all the time; the latter because it is always attacking the former. Using this figure, we see that about 60000 people are in the armed forces. Beltene has a high hydrographic percentage, so we shall use the highest figure suggested of 10% of the available forces being in the wet navy. Striker II suggests 20% to 30% in the air forces, which will include orbital and space operations in our case. Let's go with 25%. The remainder are in the army. Our force breakdown now looks like this:

  • Navy: 6000 personnel;
  • Aerospace Forces: 15000 personnel; and
  • Army: 39000 personnel.
Focusing on the army, Striker II offers a standard division equivalent of 20000 personnel, so let's count the army total as two division equivalents. A division equivalent includes 10 manoeuvre or combat battalions of 500 personnel each, 10 support battalions of 500 personnel each and 10000 personnel in the infrastructure behind these units. This means that there are 10000 front-line troops on Beltene, which is slightly higher than the JTAS figure gives, but I am happy to go with it, because it suits how I envisage the state of Beltene with all that Albion aggression going on. So, what does this mean for the Bwendi?

We divide the numbers in half to give the personnel available to each side. Both nations have 30500 personnel involved in their armed forces (rounding up to make the numbers work the way I want. I'll just increase the population to suit later.). I don't know how Steve will want to break his forces down, but I am happy to go with percentages like those given in Striker II.

The Bwendi Navy
It has 3000 personnel, of whom about half will be infrastructure and one quarter will be support troops running cargo and supply vessels. That leaves a front-line force of 750 personnel for me to crew ships with. That is about enough to crew a WW2 light cruiser. I don't envisage traditional capital ships as part of the world's background, because technology changes mean that smaller ships can pack a higher punch. Also, the action is all focused around the one land mass so far, which means that sea-going vessels are not entirely necessary. Additionally, aerospace forces would probably make them too vulnerable, so the navy will consist of smaller vessels equivalent to modern guided missile destroyers and fast attack craft. With the number of crew available, I imagine that the navy will have two to four destroyers (each with a crew of 100 to 150 personnel) and maybe a dozen fast attack craft (each with a crew of 25 to 30 personnel). I need to look at what inspiration and models are available to make a final decision on this though. Still, it will be fun to bombard Avalondon from sea once we get a proper war going on Beltene.

The Bwendi Aerospace Patrol
The BAP has 7500 personnel, of whom 1500 are frontline crew. These are divided between the crews of pure aircraft, space fighters and bombers, and system defence craft. I need to start designing craft to work out what is available in total.

The Bwendi Republican Army
This consists of 20000 personnel, of whom 5000 are front-line troops. Striker II offers percentages for troop morale and equipment quality. Using these, I can expect that I shall have:
  • 2000 experienced (i.e. regular) troops;
  • 2500 veteran troops; and
  • 500 elite troops.
I can also expect to have:
  • 2000 poorly-equipped troops;
  • 2500 averagely-equipped troops; and
  • 500 well-equipped troops.
I shall give the best equipment to the best-trained troops. The backbone of the army is the veteran troops with extensive combat experience in the many brushfire wars of Beltene. These are the armoured infantry of the regular army. A Bwendi armoured infantry company consists of 149 troops, so a battalion of three companies will have 447 troops and will need a battalion command unit. I shall also allow for battalion-level weapons teams of unspecified type (at least until I find some models I really like) and add a Scout platoon of three scout teams (total of 18 troops). The battalion troops will also need some heavier EW/ECW troops. Based on the standard AFV, each section will have no more than nine troops plus the AFV crew of two. The weapons teams will probably be three or four crew per weapon. Assuming towed weapons with indirect fire capability, I shall allow for a battery of three, each with its own transport AFV. The final battalion consists of:
  • 1 Battalion Command Section (6 troops, 1 AFV)
  • 1 Battalion Communications and Electronic Warfare Team (8 troops, 2 AFVs)
  • 1 Battalion Heavy Support Battery (18 troops, 3 AFVs, 3 heavy support weapons)
  • 1 Scout Platoon (18 troops, 9 scout vehicles)
  • 3 Armoured Infantry Companies (447 troops, 52 AFVs)
That's 497 troops, which fits well with the Striker II numbers. A regiment will then have three battalions, being around 1500 troops with the regimental command unit. As you can see, I am short one battalion to produce two regiments, so I shall include in one of the regiments a battalion of experienced troops with poorer equipment. These are the newer recruits. Having a percentage of the regular army with poor equipment indicates that a percentage of their transport vehicles may be in for repair or have been knocked out and not replaced yet.

A tank battalion will consist of three tank companies, each with three tank platoons and an armoured scout platoon. The basic tank platoon has 8 tanks with a total of 31 crew. The company command consists of a command tank and an armoured communications vehicle (2 vehicles, 7 crew), bringing the company size to 100 crew. The armoured scout platoon consists of 3 scout troops each with 3 light tanks (9 light tanks, 27 crew). The battalion probably needs a heavy weapons platoon. I like the idea of an MLRS system, so we shall have a battery of three of those (3 vehicles, 12 crew, and now I know what my next purchase from GZG will be!). Battalion command will consist of a command tank and a communications vehicle just like the company command. The battalion will consist of:
  • 1 Battalion Command Troop (2 vehicles, 7 crew);
  • 1 Battalion Heavy Support Battery (3 vehicles, 12 crew)
  • 1 Armoured Scout Platoon (9 tanks, 27 crew)
  • 3 Tank Companies (26 tanks, 300 crew)
That gives me a well-equipped battalion consisting of 346 crew, leaving me space for adding an airmobile elite company of around 100 troops and a small commando force.

The remaining 1500 troops are members of the Bwendi Uniform Militia Regiments. BUM units are generally organised on a local level with the number of platoons present being determined by the local population rather than military necessity. Their role is usually local defence but the overall nominal organisation of the BUM battalion is as follows:
  • 1 Battalion Command Section (5 personnel)
  • 3 Infantry Companies (285 personnel)
A regiment consists of 3 battalions with a regimental command section of 5 men for a total of 870 personnel. The astute will notice that the militia regiment numbers exceed the total available personnel. Most militia units are below strength so the total strength of both regiments is approximately 1500 personnel. Heavy support for the militia is provided by the regular army and transport generally consists of whatever is available in the local area, although a pool of army trucks is available in some areas. It is not unknown for some BUMs to drive their section into battle in their own personal vehicles.

So, now I know that the Bwendi army consists of:
  • 2 understrength Militia Regiments;
  • 2 Armoured Infantry Regiments;
  • 1 Tank Battalion;
  • 1 Airmobile Company; and
  • 1 Special Forces Commando.

Using all this in games
The following ideas are ways to incorporate the above meanderings into scenario design and game play. They have not been tested and are likely to change as I develop the army further.

At the start of the game, assemble a full strength force of the appropriate type as determined by the scenario, and then dice according to type using the numbers outlined below to see what quality the troops are and what equipment is available or missing.

Armoured Infantry:
Dice for all vehicles using 1d6. On a 6, the vehicle is not available.

Troop Quality (1d10):
1-2 Experienced
3-9 Veteran
10 Elite

Militia Infantry:
Dice for each figure/stand (depending on rules in use) using 1d10. On an 8 or 9, that figure/stand is not available for the current battle.

Dice for each section using 1d6. On a 6, enough vehicles are available to carry that section, otherwise it walks.

Troop Quality (1d10):
1-8 Experienced
9-10 Veteran

Tank Units:
Troop Quality (1d10):
1 Experienced
2-7 Veteran
8-10 Elite

Airmobile:
Always have transport.

Troop Quality (1d10):
1-6 Veteran
7-10 Elite

Special Forces:
Always have transport if needed.
Always Elite

Friday, 17 May 2013

Tigers by the Tail - Tomorrow's War AAR

We played the scenario 'Tigers by the Tail' the other day. This scenario pits two ultra-high tech grav tanks versus five near-future tracked tanks in an ambush scenario. It is one of the scenarios from the TW rulebook and is there expressly for the purpose of practising the vehicles rules. We got some bits wrong, had a few questions about interpretation of the rules but generally had a great time: enough of a great time that I only remembered to take one photograph throughout the game!

Captain Kolawski grinned as the enemy tanks came into view. The trap was working well. He’d knock out the lead tank, while Sergeant O’Donnelly would take out the back tank. Between them they could wipe up the rest of the commies. He couldn’t believe they would have sent such pitiful vehicles into combat, they would have been out of date in his grandfather’s time. You could see the plumes of smoke from their diesel engines miles away, and as for the noise. “Rear vehicle destroyed.” Whooped O’Donnelly, over the radio.”They didn’t even see us.”
The two US grav tanks lurk menacingly on the far side of the battlefield. One DPRG tank at the rear of the column has been destroyed. One is about to exit the battlefield. Another has turned to face its attacker, while two others seek the cover of the woods
Just then the lead vehicle came into sight. His tank barely moved, as the main cannon fired. A satisfying burst of flame showed the hit on the viewscreen. The tank juddered to a halt, then in a burst of blue smoke the engine started again. Suddenly the radio burst into life. “This is General MacArthur-Park speaking. Could you give me an update as to your position, Captain?” “We have met and are engaging the enemy, Sir,” replied Kolawski.
(The only fog of war card that affected the game was one Steve drew. It involved high command interfering directly with events on the battlefield so he lost initiative immediately and could not regain it for the rest of the game. In the scenario the US force is meant to have initiative for the first two turns to represent their ambush.)

Just then the second tank appeared. Before Kolawski could react it had fired a shot at them. The shot pinged off the front armour. Again their own cannon fired, causing the track of the new enemy to uncurl from the left hand side. The lead tank lurched forward again heading towards deeper vegetation. Even with their advanced sensors it would escape in there. “Well done Captain, carry on and score one for the good guys.” Barked the General. Sergeant O’Donnelly’s voice came through the speaker. “Second tank has been immobilised, Captain. Going after the third…” The speaker blurted out static, then came a robotic voice. “The other caller has disconnected.”
(Yay, I managed to destroy one of the US tanks through its front armour! The US tanks had the advantage in being able to ensure that they present front armour at all times due to their superior mobility. This made quite a difference to my ability to hurt them)

Captain Kolawski frantically viewed the telemetry screen in front of him. The Sergeant’s tank was down and crippled, but all the crews life signs were in the green. Another shot lanced out from the crippled second tank and the tank rocked. “Guns damaged, Captain,” yelled Corporal Kennedy. “Get that tank put out of action now,” he ordered back. “Then after that other tank.” Their gun fired again, this time the crippled tank fell silent. The tank moved rapidly and soon they were behind the remaining tank. Just time for one shoot before it disappeared into the thick jungle. As the enemy tank fell into the sights the tank suddenly lurched and the shot went wide. “Damnations.” Cried Kolawski and slammed the panel in front of him. Still they had stopped three, but at the cost of one of their own.
(With the scenario over, we took stock of the damage. Steve had brewed up two of my DPRG tanks and immobilised one, counting three kills. I had exited two tanks and killed one of Steve's US tanks. The other US tank had a damaged gun, but that did not score any points. The final score was 6 VPs to Steve and 5 VPs to me. Steve won in what was a very close game.)

This was a great scenario to play as training for vehicle actions. I think we need to try it again, because I can see a range of opportunities for the US tanks to make this into a serious kicking for the DPRG. I'm less sure about the tactical options for the DPRG. Running seems to be the optimum strategy, or maybe forming the wagons into a circle in the woods and letting the US come to them. Winning reaction tests that allow you to move out of sight is obviously a good strategy too. Basically, the US forces control the action for the first two turns unless you are Steve and draw the wrong fog of war card. In those two turns, I think the US should be able to cripple or destroy most of the DPRG force, if they are canny and have a bit of luck. Hmm ...

Saturday, 6 April 2013

Moping Family Pleads For Return Of Missing Moping


The Bwendi Bugle

06 April 2313 Standard Reckoning

Moping Family Pleads For Return Of Missing Moping

A publicity still from 'Moping Goes Over The Top'
The family of Bernard Moping, renowned General Sir Laurence Llewellyn-Boleyn impersonator, has issued an appeal for information regarding his whereabouts. Moping, 48, is best known for his series of comedy sketches that satirised General Sir Laurence Llewellyn-Boleyn, the best known of which was 'Moping in the Trenches'. This bittersweet comedy followed the misadventures of General Larry Currant-Bun in the last great war between Albion and Bwendi and was watched by millions.

It was rumoured that Moping had also undertaken secret impersonations on behalf of General Boleyn, such as attending his children's school plays, and other similarly hazardous endeavours. Nothing was ever proven.

Mr Moping's family is distraught at his disappearance. They say that he has never done anything like this before, and that he would never miss pork chop night voluntarily.

If you have seen Mr Moping, please report all sightings to your nearest police station. His family has offered a reward of £50 6s 10d for information leading to his return.

You can watch a Moping marathon on Buglevision Channel 43 from Mondaeg starting at 8am.

Friday, 5 April 2013

Dalliance Boleyn Returns From Antarctic!

The Bwendi Bugle

05 April 2313 Standard Reckoning

Dalliance Boleyn Returns From Antarctic!

General Sir Dalliance Llewellyn-Boleyn has returned from an expedition to the Antarctic Reaches of Beltene. Sir Dalliance was thought lost ten years ago when the remains of his survey vehicle were identified by satellite. His entire survey team was lost with him. Late last night Sir Dalliance was brought to shore by a fishing vessel that had happened upon him. He was floating on the sea in a Threnody-hide coracle fifty miles from the coast of Birmingusalem.

The tale of Sir Dalliance's survival is a truly remarkable one. As the survey team travelled southwards, they encountered an injured Threnody. Sir Dalliance insisted that the team stop and tend to its wounds before continuing onwards. Only a few days later the survey vehicle plunged into an unseen crevasse. The radio equipment was damaged and the GPS systems were destroyed by the crash. The team were able to haul the vehicle out of the crevasse and turn around for home, but the damage was too severe. It broke down two days later and they could not restart it. Sir Dalliance set out on his own to try to get help, while the team stayed with the vehicle and its supplies. Two days after setting out Sir Dalliance collapsed. When he became conscious again, he was surrounded by Threnodies. Their warmth had saved his life. The Threnody he had saved was part of the herd that saved him. They nursed him back to health on a diet of Threnody milk and he remained with them until tragedy struck six months ago.

The herd was suddenly annihilated by a rabid Campanicule, which killed every animal in the herd. Sir Dalliance had answered the call of nature and was hidden when the Campanicule, a creature that sports iron-hard, 30cm long claws and razor-sharp teeth, slaughtered the Threnodies before charging off into the sea to die. The Campanicule was apparently suffering from a degenerative disease that caused it to become even more erratic and vicious than normal.

Making a coracle from the hides of the Threnody that saved him, Sir Dalliance prepared a boatload of smoked Threnody and set sail northwards. By sheerest luck he survived and was picked up by the fishing vessel.

Sir Dalliance has announced his regret at his twin brother's unfortunate actions and subsequent demise, but has declared his intent to continue where his brother left off in the Albion military.

Buglevision Channel 2 will broadcast a documentary about this amazing tale of survival on Satordaeg evening at 8pm.

Thursday, 4 April 2013

General Sir Laurence Llewellyn-Boleyn Escapes

The Bwendi Bugle

04 April 2313 Standard Reckoning

Imprisoned Boleyn Escapes

General Sir Laurence Llewellyn-Boleyn returned to the Albion capital, Avalondon, yesterday following a fraught high tea with our glorious leader Colonel Throckmorton P. Gladiolus. The General's role in the recent atrocity at Cumknocking-on-the-Piddle remains unclear but prisoners taken during the battle have indicated that the General may have instigated it.

Upon his return to Albion the General was immediately imprisoned in the Tower as reparation by the Albion government for the atrocity. The King of Albion declared that he was particularly concerned about the actions of rogue elements in his nation creating friction between the two nations and swore eternal friendship with the Colonel.

Yesterday evening, General Boleyn escaped from the Tower by diving into the waters of the River Thyme, which pass beneath its walls. He appears to have perished in the water, mauled by a Beltene Hyperkarp. The remains of his body washed up downstream and were only identified by a distinctive tattoo of a yellow thistle on his right thigh. Police are treating his death as natural causes.

Wednesday, 3 April 2013

Albion sends PIMMS to Pyntagahl - Tomorrow's War AAR

The Bwendi Bugle

03 April 2313 Standard Reckoning

Albion PIMMS in Pyntagahl Atrocity

Yesterday the survey station at Cumknocking-on-the-Piddle was destroyed by the Pyntagahl Irregular Mobile Militia Service. PIMMS is an Albion-sponsored terrorist organisation, whose goal is to force the Bwendi nation to kowtow to Albion imperialist ambitions. The PIMMS insurgents attacked the town and then waited to ambush the elements of the 23rd Fast Reaction Team that were sent to deal with the problem.
Cumknocking-on-the-Piddle yesterday. PIMMS militia lurk behind the buildings on the left while elements of 23rd FaRT perform a pincer movement to turn the tables on the PIMMS.
A reduced platoon from 23rd FaRT advanced on the village, performing a pincer movement that left the PIMMS nowhere to run. Taking them under fire, they killed some and wounded many more in a fierce firefight that fortunately resulted in only a small number of Bwendi wounded and no dead.
PIMMS reinforcements
As the battle progressed more PIMMS militia joined the fight, but the combination of poor visibility due to a freak dust storm and the better training of the 23rd FaRT soldiers soon cut them down to size. Once the initial attack had been blunted, the Bwendi force was able to advance through the village, securing many prisoners and draining PIMMS of the will to fight. By the end of the engagement, the PIMMS were routed and the village was secure once more. Twenty prisoners were taken. See them interviewed tonight on Tonight with Trebor McDonut, only on Buglevision Channel 3 along with a dynamic computer-generated re-creation of the battle.
How our heroes defeated the PIMMS
It comes as no surprise to learn that General Sir Laurence-Llewellyn Boleyn, noted Albion hunter and warmonger, has been in the same area for the past week apparently hunting Spine Mountain Frecklepusses. Colonel Throckmorton P. Gladiolus has asked General Boleyn to high tea this afternoon to discuss the diplomatic ramifications of this latest attack. We cannot but hope that the General will lose his head when he returns to Albion following this military failure.

Commentary

This was our first try with irregular troops. Steve wanted to use his Rebel Minis Sahadeen, so we set to with little knowledge of the rules but a will to muddle through. I think we mostly got it right, but there seemed to be holes in the rules that careful re-reading may plug.

We used the campaign rules to set up the scenario. My mission was to hold an objective on the enemy side of the table at game end with no enemy near it. I cleared out one objective by mid-game but forgot my mission and got caught up in capturing Steve's troops, so I did not complete my mission on a technicality. Note to self: remain aware of the mission at all times. I wonder how many times I have said that to myself and still failed to do so?


Steve's goal was to stop me achieving my mission. He succeeded in this because I moved my troops away from the objective marker. Looking at the board at the end of the game, it was clear that his troops had lost the fight and that I controlled the whole of the area around the objective marker, but the rules are clear about how you measure victory. O me miserum!


For once, my casualties were minimal, which was nice. I did kill two of Steve's leaders, which lost him victory points. Again, I did not check what Steve needed to do to gain victory points, else I would have played the game differently. That's another lesson learnt/reinforced. Check what the other side scores points for.


So, as a result of my failure to pay attention, I finished the game on -3 points (3 wounded soldiers) while Steve finished on +13 (my failure to fulfil the victory conditions precisely - 2 dead leaders). A decisive victory to Steve. Hmm ...


Our next step is to play a tank action scenario from the rulebook to learn the vehicle rules fully. After that we shall move through the rest of the scenarios in the book, or we shall start a mini-campaign using the rules that we have been using to set up these scenarios.

Wednesday, 27 March 2013

Welcome to Beltene - Your Settlement Orientation Guide

The Beltene Union Settlement Trust Incorporated is pleased to welcome you to Beltene. If you check your viewscreens, you will see Beltene shown with a marker to indicate the initial settlement area.
Our surveyors have identified highly valuable resources that will ensure that all settlers will profit from this settlement package. They assure us that Beltene is as close to paradise as it is possible to get. The main chosen settlement locations of Avalondon and Landfall City lie within warm temperate zones for your increased comfort as well as being close to the main resource sites. Gravity is Terra Normal. Better yet, most of the wildlife will not be trying to kill you and there are no known native sentients to concern you. Please consult the maps on your tablet displays for further information about the planet.
The highlighted area on the world map identifies the main settlement area. Touch your screens in that area for a close-up. Avalondon will be the headquarters of the Albion Collective, whose main function will be harvesting the resources of the sea within their area. Landfall City will be the headquarters of the Bwendi Syndicate, whose main function will involve mining the spinal hills on BUST Inc Island, as we have chosen to name the main settlement landmass.
We shall shortly upload more detailed maps for you to peruse as we arrange for all settlers to be transported to their chosen settlement sites. Please be patient and use this time to learn more about this amazing world. We look forward to working with you in these exciting times. We are at the cutting edge of frontier exploration and you, the settlers, are the backbone of this effort. Thank you.