Build your own Anvil Battalion - TO&E generator

I think the rest of us are pretty happy, too. Thanks for the universe and all.

And, Chris, a question: currently what we’re working with is an armored vehicle hierarchy that goes grav tank > hussar > grav IFV > grav recon vehicle > almost everything else. The problem is that, at least by p. 517 of the brick, the firepower hierarchy just goes artillery-scale > vehicular-scale > squad support scale. When you map these two scales to each other, you get grey area:

2+ artillery-scale weapon = Hammer
1 artillery-scale weapon = SPAG or light Hammer
2 vehicular-scale weapons = Hussar or Grav IFV (both have one SCREM missile launcher for indirect fire and one heavy fusor for direct fire)
1 vehicular-scale weapon = Grav Recon Vehicle, probably
1 squad-support-scale weapon = Grav Armored Utility Sled (heavy laser)

It’s not at all clear to me
(a) what’s the appropriate armament for a grav tank? (for that matter, what’s the role of a grav tank?)
(b) is there any appropriate indirect fire support for infantry greater than the missile launchers that their own vehicles carry but less than a SPAG? (may not be)

Syd, I realize that you are indeed the expert on this stuff, but without complicating the game with finely parsed weapon classifications, I think artillery, vehicular, squad support is a pretty useful set of definitions.

a) Fusion guns don’t cut it?

b) You mean mortars? Heavy Lasers are semi-indirect – they can penetrate heavy cover. What other indirect support are you looking for aside from artillery?

Luke can address the game mechanics, from the “fluff” perspective:

(a) what’s the appropriate armament for a grav tank? (for that matter, what’s the role of a grav tank?)

Fusor. Heavy Laser. Missiles. Railgun. The role of a grav tank, is to be a tank that has its own aviation transport assets built into it. Fast strategic redeployment, tactical firepower that can take hits (as opposed to grav artillery which can’t).

(b) is there any appropriate indirect fire support for infantry greater than the missile launchers that their own vehicles carry but less than a SPAG? (may not be)

Some guild master has probably dreamed it up, but I can’t think of anything offhand. The fusor’s pretty much the biggest thing you can lug around in Iron (as far as canon goes).

-Chris

Gotta travel over the next few days, so I need to finish this up!

Anvil Artillery Battery

Notes: Again, it is supposed to be a “company,” but the Redlegs, as do the cav, like to be different and call it a Battery, so it sticks.

Battery headquarters has a headquarters section with the Battery Commander and his First Sergeant in one vehicle and the Battery X-O and Battery Quartermaster Sergeant, who are responsible for determining battery firing and sensing positions in another. Calls for fire to the battery pass through the Fire Direction Center (FDC) Section which has two FDCs for 24 hour or split operations.

The battery has a Support Platoon with headquarters specialists to receive requests and ensure the right support goes the right way, with a Logistic Section, a beefy Maintenance section given all the vehicles and the temperamental artillery pieces, a Medical Section since the gun platoons do not have medics, and a Signals Section as the Artillery Battery lives and dies, literally, on communications.

Added a Sensor Platoon to serve as the battery’s eyes. It has a headquarters with two grav-sled mounted Operations Centers; one for Space Warning and one for Ground Warning, typically. The three Mobile Space-Ground Sensor System (MSGSS) Sections with a MSGSS Array Vehicle, a Generator vehicle, and a Control Center are at the platoon’s heart. Normally one Section is set for Space sensing and the other two for Ground-sensing: one counter-battery and one targeting.

There are three “Gun” platoons: one Battery Platoon (as in Battery from the BE Artillery-scale weapons tables) and two Missile Platoons (as in BE Artillery-scale Missile). Each has two grav sled-carried weapons and two grav-carried Fire Control Centers (to allow for single-gun operations), which take commands from the battery FDC. The Battery Platoon has two GUS-mounted power plants and the Missile Platoons have two GUS carrierers with extra missiles. I suspect each Missile Grav Sled would have 3 missiles ready to fire and each carrier sled would carry another 9 containerized missiles, carried 3x3.

Finally a Security Platoon with its 12 Military Police teams and 4 GAUS help to secure the battery when it is on the move or stationary, firing or sensing.

When you realize there is more ordnance in an Anvil Artillery Battery than on a Hammer Cruiser, you get some idea of the fire power it can unleash!

Anvil Artillery Battery, 253 personnel, 51 vehicles

1 Battery Headquarters, 25 personnel, 4 vehicles
1 Headquarters Section
1 Battery Commander
1 Battery Executive Officer
1 Battery First Sergeant
1 Battery Quartermaster Sergeant
2 GUS-C Command Vehicle
1 Pilot / Commander
1 Comms Tech
1 Sensor Tech
1 Fire Direction Section
1 Fire Direction Officer
2 Fire Direction Chief
6 Fire Direction Tech
4 Signals Tech
2 GUS Fire Direction Center
1 Pilot

1 Support Platoon, 64 personnel, 14 vehicles
1 Platoon Headquarters
1 Platoon Commander
1 Platoon Sergeant
2 Logistic Specialist
2 Maintenance Specialist
2 Signal Specialist
2 GUS-C
1 Pilot
1 Logistic Section
1 Section Chief
4 Logistics Specialist
4 GUS-Logistic
1 Pilot
1 Maintenance Section
1 Section Chief
12 Machinist
12 Armorer
4 GUS-Maintenance
1 Pilot
1 Medical Section
1 Section Chief
4 Medic
2 GUS-Evacuation
1 Pilot
1 Signals Section
1 Section Chief
6 Signals Tech
2 GUS
1 Pilot

1 Sensor Platoon, 43 personnel, 11 vehicles
1 Platoon Headquarters
1 Platoon Commander
1 Platoon Sergeant
6 Sensor Tech
2 GUS Operations Center
1 Pilot
3 Mobile Space-Ground Sensor System (MSGSS) Section
1 Section Chief
1 Section Sergeant
6 Sensor Tech
3 GUS MSGSS Array Vehicle
1 Pilot
3 GUS Generator Vehicle
1 Pilot
3 GUS Control Center
1 Pilot

1 Battery Platoon, 23 personnel, 6 vehicles
1 Platoon Headquarters
1 Platoon Commander
1 Fire Control Chief
1 Platoon Sergeant
6 Fire Control Tech
2 GUS Fire Control Center
1 Pilot
2 Battery Section
1 Section Chief
1 Section Sergeant
2 Battery Grav Sled
1 Gunner
1 Pilot
2 GUS Generator Vehicle
1 Pilot
1 Tech

2 Missile Platoon, 23 personnel, 6 vehicles
1 Platoon Headquarters
1 Platoon Commander
1 Fire Control Chief
1 Platoon Sergeant
6 Fire Control Tech
2 GUS Fire Control Center
1 Pilot
2 Missile Section
1 Section Chief
1 Section Sergeant
2 Heavy Missile Grav Sled
1 Gunner
1 Pilot
2 GUS Resupply Vehicle
1 Pilot
1 Tech

1 Security Platoon, 52 personnel, 4 vehicles
1 Platoon Headquarters
1 Platoon Commander
1 Platoon Sergeant
1 Platoon Medic
1 Platoon Signals Tech
4 Security Squad
1 Squad Leader
3 Team Leaders
6 Military Policeman
4 GAUS
1 Pilot
1 Gunner

Anvil Security Company

Notes: The three-man MP team is the basis of the Security Company, who normally do not face well-organized opponents. The two MP Platoons, with 4 6-man squads (2 teams), and two Security Platoons with 4 9-man squads (3 teams) give the company 40 teams to patrol, man checkpoints, and guard locations.

I renamed the Armored Infantry Platoon, the “Riot Control Platoon,” as it has a more kinder, gentler sound, but added a fourth squad and G-IFV. In addition to their normal weapons the Riot Squads would have riot control batons, shields, and non-lethal weapons. The G-IFVs would have added-on water or sonic cannon and riot control agent dispensers, in addition to their usual fusors.

This is the largest company, but it is expected to perform a very-manpower intensive mission.

Anvil Security Company, 268 personnel, 36 vehicles

1 Company Headquarters, 20 personnel, 4 vehicles
1 Headquarters Section
1 Company Commander
1 Company Executive Officer
1 Civil Affairs Officer
1 Civil Affairs Specialist
1 Company First Sergeant
2 GUS-C Command Vehicle
1 Pilot / Commander
1 Coms Tech
1 Sensor Tech
1 Logistics Section
1 Quartermaster Sergeant
1 Grav Utility Sled Logistic (GUS-L)
1 Pilot
1 GUS-M Maintenance Support Vehicle
1 Maintenance Chief
3 Machinist
2 Armorer
1 Pilot

2 Military Police Platoon, 49 personnel , 10 vehicles
1 Platoon Headquarters
1 Platoon Commander
1 Civil Affairs Specialist
1 Platoon Sergeant
1 Platoon Medic
1 Platoon Signals Tech
2 Grav Utility Sled-Armed (GUS-A)
1 Gunner
1 Pilot
4 MP Squad
1 Squad/Team Leader
1 Team Leader
4 Military Policeman
8 Grav Utility Sled-Armed (GUS-A)
1 Gunner
1 Pilot

2 Security Platoon, 53 personnel, 4 vehicles
1 Platoon Headquarters
1 Platoon Commander
1 Civil Affairs Specialist
1 Platoon Sergeant
1 Platoon Medic
1 Platoon Signals Tech
4 Security Squad
1 Squad Leader
3 Team Leaders
6 Military Policeman
4 GAUS
1 Pilot
1 Gunner

1 Riot Control Platoon, 44 personnel, 4 vehicles
1 Platoon Headquarters
1 Platoon Commander
1 Platoon Sergeant
1 Platoon Signals Tech
1 Platoon Medic
4 Riot Squad
1 Squad Leader
1 Assistant Squad Leader
1 Medic
1 Signals Tech
1 SSW Gunner
3 Riflemen
4 Grav IFV Infantry Fighting Vehicle
1 Commander/Gunner
1 Pilot

Anvil Engineer Company

Notes: Thee types of engineers: Construction Engineers support the support forces, Combat Engineers support maneuver forces, and Assault Engineers or Sappers support the assault.

This company thus has two Sapper Platoons, including one in iron, a Combat Engineer Platoon, and a Construction Engineer Platoon (which is an enlarged Engineer Group from Sydney’s BASE) to allow for synergy between all four. Often the Sappers will begin a project, replaced by the Combat Engineers, who are in turn replaced by Construction Engineers.

Anvil Engineer Company, 187 personnel, 27 vehicles

1 Company Headquarters, 26 personnel, 5 vehicles
1 Headquarters Section
1 Company Commander
1 Company Executive Officer
1 Engineering Officer
1 Company First Sergeant
3 GAUS-C Armored Utility Vehicle
1 Gunner / Commander
1 Pilot
1 Comms Tech
1 Sensor Tech
1 Logistics Section
1 Quartermaster Sergeant
1 Grav Utility Sled Logistic (GUS-L)
1 Pilot
1 GUS-M Maintenance Support Vehicle
1 Maintenance Chief
3 Machinists
2 Armorers
1 Artificer
1 Pilot

1 Iron Sapper Platoon, 28 personnel, 4 vehicles
1 Platoon Headquarters
1 Platoon Commander
1 Platoon Stentor
1 Platoon Medic
1 Platoon Signal Tech
4 Iron Sapper Squad
1 Squad Leader
1 SSW Gunner
2 Sapper
4 G-IFV
1 Gunner / Commander
1 Pilot

1 Sapper Platoon, 44 personnel, 4 vehicles
1 Platoon Headquarters
1 Platoon Commander
1 Platoon Sergeant
1 Platoon Medic
1 Platoon Signal Tech
4 Sapper Squad
1 Squad Leader
1 Assistant Squad Leader
2 SSW Gunner
4 Sapper
4 G-IFV
1 Gunner / Commander
1 Pilot

1 Combat Engineer Platoon, 43 personnel, 4 vehicles
1 Platoon Headquarters
1 Platoon Commander
1 Platoon Sergeant
1 Platoon Medic
4 Combat Engineer Squad
1 Squad Leader
1 Maintenance Tech
1 Sensor Tech
1 Demolitions Specialist
1 Engineer Systems Operator
1 EOD / Demolitions Operator
2 Combat Engineers
4 GAUS-E Combat Engineer Vehicle
1 Pilot
1 Gunner

1 Construction Engineer Platoon, 46 personnel, 10 vehicles
1 Platoon Headquarters
1 Platoon Commander
1 Platoon Sergeant
4 Maintenance Tech
2 GUS-C Command Vehicle
1 Pilot / Commander
1 Comms Tech
1 Sensor Tech
1 Excavation & Salvage Section
1 Section Chief
1 Section Sergeant
4 Crane / Digger Sled
1 Commander
1 Operator
1 Pilot
2 Maintenance Tech
1 Recovery & Transport Section
1 Section Chief
1 Section Sergeant
4 Heavy Lift Sled
1 Commander
1 Pilot
2 Maintenance Tech

Anvil Tank Company

No “Grav,” everyone knows Anvil means grav!

In the Company Headquarters I enlarged the Logistics Section and included a transporter to recover tanks, placing it all under the Company First Sergeant.

I added in a Recon Platoon, as the Lord-Pilot Hussars are so rare, I don’t see them parceled out to this role, however much they would enjoy it!

The three Tank Platoons are the basic maneuver unit, supported by the one Armored Infantry Platoon.

If the Armored Infantry Company is Anvil’s heart, this is its long arm.

Anvil Tank Company, 139 personnel, 27 vehicles

1 Company Headquarters, 40 personnel, 8 vehicles
1 Headquarters Section
1 Command Tank
1 Company Commander
1 Gunner
1 Pilot
1 Grav Tank
1 Commander
1 Gunner
1 Pilot
1 G-TOC (Grav Tactical Operations Center)
1 Company Executive Officer
3 Signals Tech
1 Gunner
1 Pilot
1 Logistics Section
1 Company First Sergeant
1 Company Medic
1 Logistic Squad
1 Quartermaster
1 Logistic Specialist
2 Grav Armored Utility Sled Logistic (GAUS-L)
1 Pilot
1 Gunner
1 Maintenance Squad
1 Maintenance Chief
1 Maintenance Tech
6 Machinists
4 Armorers
2 GAUS-M Maintenance Support Vehicle
1 Gunner
1 Pilot
1 Recovery Squad
1 Heavy Lift Sled
1 Squad Leader
1 Pilot
2 Maintenance Tech

1 Recon Platoon, 29 personnel, 4 vehicles
1 Platoon Headquarters
1 Platoon Commander
1 Platoon Sergeant
1 Platoon Medic
4 Recon Teams
1 Team Leader
1 SSW Gunner
1 Signals Tech
1 Scout
4 G-ARV
1 Commander
1 Gunner
1 Pilot

3 Tank Platoon, 12 personnel, 4 vehicles
1 Command Tank Crew
1 Platoon Commander
1 Gunner
1 Pilot
3 Grav Tank Crew
1 Commander (one of which is the Platoon Sergeant)
1 Gunner
1 Pilot
4 Grav Tank

1 Armored Infantry Platoon, 34 personnel, 3 vehicles
1 Platoon Headquarters
1 Platoon Commander
1 Platoon Sergeant
1 Platoon Signals Tech
1 Platoon Medic
3 Infantry Squad
1 Squad Leader
1 Assistant Squad Leader
1 Medic
1 Signals Tech
1 SSW Gunner
3 Riflemen
3 Grav IFV Infantry Fighting Vehicle
1 Commander/Gunner
1 Pilot

Iron Company:

Notes: No “Anvil” in the title here, Iron is only in Anvil. Iron is Anvil, the Lord-Pilots would say.

Company Headquarters, IFV and my G-TOC ( same concept as Sydney’s GAUS-C)

Recon Platoon, my version, Sydney had basically the same, but I reduced the Recon Teams to two men in iron.

I really like how Sydney put Stentors in the First Sergeant and Platoon Sergeant slots, it solves several social problems at once in my view.

Three Iron Platoons, gave each four 4-man squads, plus 4-man platoon headquarters.

Also added the standard Fire Support Platoon.

So, if the Armored Infantry Company is Anvil’s heart, and the Tank Company is its arm, the Iron Company is the fist!

Iron Company, 153 personnel, 27 vehicles

1 Company Headquarters, 24 personnel, 4 vehicles
1 Headquarters Section
1 Company Commander
1 Company Executive Officer
1 Company Stentor
1 Company Medic
4 Signals Tech
1 Grav IFV Infantry Fighting Vehicle
1 Commander/Gunner
1 Pilot
1 G-TOC (Grav Tactical Operations Center)
1 Gunner
1 Pilot
1 Logistics Section
1 Quartermaster Sergeant
1 Grav Armored Utility Sled Logistic (GAUS-L)
1 Pilot
1 Gunner
1 GAUS-M Maintenance Support Vehicle
1 Maintenance Chief
3 Machinist
2 Armorer
1 Artificer
1 Gunner
1 Pilot

1 Recon Platoon, 21 personnel, 4 vehicles
1 Platoon Command
1 Platoon Commander
1 Platoon Sergeant
1 Platoon Medic
4 Recon Teams
1 Team Leader (Iron armor)
1 Signals Tech (Iron armor)
1 G-ARV Crews
2 Commander
4 Gunner
4 Pilot
4 G-ARV

3 Iron Platoon, 28 personnel, 4 vehicles
1 Platoon Headquarters
1 Platoon Commander
1 Platoon Stentor
1 Platoon Medic
1 Platoon Signals Tech
4 Iron Squad
1 Squad Leader
1 Scout/Sniper
2 SSW Gunner
4 Grav IFV Infantry Fighting Vehicle
1 Gunner / Commander
1 Pilot

1 Fire Support Platoon, 24 personnel, 7 vehicles
1 Platoon Headquarters
1 Platoon Commander
1 Platoon Sergeant
1 Platoon Medic
2 G-ARV
1 Gunner
1 Pilot
1 Direct Fire Section
2 Mobile Gun Sleds (MGS)
2 Commander/Gunner
2 Pilots
1 Indirect Fire Section
2 Grav Missile Sleds (GMS)
2 Commander/Gunner
2 Pilot
1 GAUS (Missile Resupply)
1 Commander/Gunner
1 Pilot

Okay, this is more pedantic-ness, but it does ultimately tie into how Anvil units fight and thus how they are organized.

Posted by: zabieru
On: 03-12-2008 09:35 PM :
Quote: “The mobility and evasive capabilities of a grav bike so exceed those of a motorbike that the comparison is useless. A couple of scouts on grav bikes would be the equivalent of a recon helicopter, not of a pair of bikers. Furthermore, footslogging scouts would be useless for battalion operations. You might as well leave them at home for all the useful recon you’ll get out of them. An anvil battalion is expected to cover a substantial portion of a continent. While bike-riding scouts may be a poor choice when your operational area is “29 Palms,” I’m sure you can see why you’d need a grav-bike platoon rather than 30 guys with five trucks if you were given an order like “Scout Northern California.””

The problems I’ve seen with bike-mounted scouts have nothing to do with a lack of mobility but with too much mobility. Let me explain. Sensors, whether they be the Mk1 Eyeball, Radar, Detection Arrays, etc., are really, really good at picking up motion and movement. They may not be able to tell you what moved, how fast, or in what direction, or even how many, but sensors can definitely tell you something moved. I do not see this basic reality changing in the IE universe.

So, put 30 guys on grav bikes out on the battlefield. That is 30 signatures flying over the terrain. Private Shmucatelly is too lazy to fly down and around a hill, so he pops up and over it, exposing himself and getting the enemy watching right where the entire platoon is coming from. And when they halted, ya’ think they might move around? “Hey Bob, trade you a cheese for your peanut butter? Sure!” So Bob gets on his bike and flies over to swap out rations. “Hey Doc, I got this growth.” So the medic flies over to see what souvenir this trooper got on his last leave. You now have 30 potential signatures, however small, for sensors to detect. Not to mention bikes will carry less powerful sensors and comms than larger vehicles and that is why you put them out there: to sense and communicate!

Now, put 4 recon vehicles on the battlefield. Far less movement and far fewer, almost by an order of magnitude, moving and able to hug the available terrain with much more discipline (that is why the officer and senior nco each command one vehicle and lead one of the others), giving a lower overall signature, even though the vehicles themselves are larger. Also, bigger vehicles can carry bigger and more powerful sensors and comms, invaluable for recon units. Add in dismounted teams, who have a lower detection threshold, to occupy observation posts or clear built-up areas, allowing their vehicles to remain stationary.

And the best scout/recon work is done stationary. If you want to just drive until you run into the enemy it is called a Movement to Contact and you’d best lead with your tanks. If you do want recon, you’ve got to take the time to get the recon units where they’re going via a vehicle—ahead of advancing troops on the offense, out in front of a defense—and then they sit and watch and report. This gives you a lower detection signature and better comms. It is always best to sit and let your advancing troops pass by; if you try to move ahead of them they might think you are fleeing enemy and light you up (seen it happen) and when screening a defense and the enemies pressure gets too much, you have to bug out and head for friendly lines, praying they don’t think you are the enemy! Boring and dull work 90% of the time, with sheer terror the other 10%. That is why recon units try to carefully select for their members or are just crazy m-fs like Sydney’s Lord-Pilot Hussars!

Of course if I got an order like “Scout Northern California,” I’d refuse it! (I know, I know, it was just an off-hand comment, but it lets me make a point.) What routes I’d ask? What areas? What zones? In force (ie can I get decisively engaged) or not? What Critical Items of Information are needed? A scout or recon platoon (whether 30 bikes or 4 vehicles) can only do one thing—clear one zone, recon one route, sweep one area—at a time. A cavalry company could probably do 2 or 3 things, or cover a larger amount of terrain, but not much more. Needless to say, grav vehicles do allow larger areas to be covered in shorter time, but you are still only accomplishing one mission. Even if you needed to cover part of a continent, you would only focus on a few crucial areas or nodes—population centers, power plants, manufacturing zones, passes through rough ground (still important as grav units will always want to stay low to the ground to avoid detection and targeting, ‘if it flies high, it dies’) so even a handful of recon vehicles would still be useful to screen or scout; you don’t need a whole bunch of bikes screaming around, giving you way.

But, I’m not going to argue tactics with anyone, after all I’ve got to go on is experience and that just doesn’t beat the kewl factor of grav bikes!

Quote: “Third, would you like to tech-burn those sleds?”

Err, no, not yet. One, I’m not good enough with the BE rules yet and, two, I am still in the concept stage. I’d like to get a good feel for what Anvil units might be like before moving back and tying them to Affiliations and Traits. For the vast majority of players these things would be just color, so the actual tech burning would be the last thing I am envisioning.

Finally, I’d like to offer my thanks to Chris Moeller, Luke Crane, and the whole BWHQ for both creating an interesting and cohesive universe and then letting idiots like me run around in it! That is intense intestinal and intellectual fortitude and I, gentlemen, salute you for it!

Okay, enough bitching, here is my take!

Scouts do not fight, they observe, report, and stay out of the way of enemy forces. This re-work has four squads of five men each: a Squad Leader to ride herd and two Team Leaders each leading one Scout, plus a four man HQ. Again, I ain’t sold on the usefulness, but I do agree with the kewlness!

Grav-Bike Scout Platoon, 24 personnel, 24 vehicles

1 Platoon Headquarters
1 Platoon Commander
1 Platoon Sergeant
1 Platoon Medic
1 Platoon Signals Tech
4 Scout Squad
1 Squad Leader
2 Team Leader
2 Scouts
24 Grav-Bikes

But at least comic book writers don’t have to footnote!

Cheers,

Lance

Well, tanks bring three things to the battlefield (just ask a tanker!): protection, mobility, and firepower. For a tank in the IE universe I wonder if we could tech burn the fusor, giving it Artillery range, ensuring it will outrange any opponent. We could also increase the integrity, add some speed, and push up the structural tolerances.

As to the role: direct fire dominance. Your recon finds the enemy, the artillery suppresses, allowing your tanks to get into position to gain direct fire dominance. Then you air assault your iron and commit your armored infantry. Repeat.

I agree (groveling sounds, forehead impacting floor, boot licking …)

I think a small vehicle gets one squad support weapon for ‘free,’ a medium vehicle gets two squad support weapons, and a turreted vehicle gets one vehicular and two squad support weapons for ‘free’: main gun, coaxial, and turret-deck active defense system.

Adding more will cost you, but should not be impossible. The Revenge G-IFV from Faith Conquers had a missile box on the turret side. The CHOT IVFs did not. Again, I’m not that good with the rules, but this strikes as right up the Tech Burner alley.

At least historians don’t have to paint 150 pages…

  1. Tanks!

Thanks, that helps.

And I like Lance’s formulation of tanks as being for “direct fire dominance.”

So what these two together suggest to me for a Grav Tank, in game terms, is

  1. tougher than the basic Anvil Assault Sled / Grav IFV* – we know how to buy up Integrity (using the Technological Stat: Forte rules), but actually improving the armor Tolerances will require some hand-waving and/or an edict from Luke.

  2. a vehicular-scale Fusor, based on that used by the GIFVs, but with various boosts like “superior weapon” and bonuses to the Die of Fate (i.e. more damage) to reflect its superior range and power. Probably not artillery-scale range, though, since its role is “direct fire dominance,” not long-range fire support.

  • The Anvil Assault Sled in the book seems to depict the Mundas Humanitas “Revenge” Grav Infantry Fighter Vehicles that Trevor Faith uses, not the CHOT GIFVs, because it has two vehicular-scale weapons, which presumably means one heavy fusor and one SCREM missile launcher (firing the “red tops”).
  1. Fire Support

is there any appropriate indirect fire support for infantry greater than the missile launchers that their own vehicles carry but less than a SPAG? (may not be) Some guild master has probably dreamed it up, but I can’t think of anything offhand. The fusor’s pretty much the biggest thing you can lug around in Iron (as far as canon goes).

Okay, so it sounds like my original TO&Es have it about right, and Luke’s “squad support < vehicular < artillery” scale isn’t missing any gradations we need.

So we end up with three levels of organic fire support, with the level of firepower escalating neatly as the echelon of organization increases:

  1. Squad - weapons specialists with fusors, missile launchers, and particle accellerators (“squad support” weapons)

  2. Platoon - SCREM missile launchers for indirect fire, turreted fusors for direct fire, both mounted on organic AFVs (“vehicular” weapons) **

  3. Company - SPAGs with massive fusors and missile launchers equivalent to those onboard Hammer ships (“artillery” weapons)

** plus weapons squad with Heavy Lasers (the heaviest of the “squad support” weapons – the only deviation from the neat three-level scheme.

  1. Grav Bikes

Irony! These were among my initial objections when Mike “Countercheck” Atlin proposed Grav Bikes in the first place – I thought they were mobile enough to get into trouble but neither heavy enough to get out of it (like armored vehicles) nor small enough to take cover (like infantry). Mike and I debated this for about two pages of back and forth posts before he finally sold me.

Now, a big part of that is the kewl factor, of course. But I see more substantive reasons why grav bikes would be militarily useful to a grav-mobile force in ways motor bikes are not to a ground-mobile force.
On the ground, a motor bike is actually pretty restricted compared to four-wheeled offroad vehicles, let alone tracked vehicles: It can go between trees where larger vehicles can’t, but with only two wheels it would bog down on soft ground, and overbalance in rough ground, where a four-wheeler would get through.
Grav vehicles in general don’t have soft ground / rough ground problems. Grav bikes can go anywhere heavier grav vehicles can.
What’s more, being smaller, they can fit into narrower spaces, e.g. dense stands of trees, urban alleyways – that give them better cover and better chance to hide. (In game terms, this is reflected by them having a “Profile” score like any other vehicle, but a “-1” score that reduces the chance of a successful enemy Sensors roll, even better than Iron’s “0” profile). That improves survivability a lot.

Now, I confess I had been thinking of the bikes flying ahead of the main force like a light cavalry screen, albeit dispersed in two-bike elements. Lance’s conception is much better: the grav bikes should fly ahead of the main body, then land and dismount, setting up two-man observation posts with the bikes themselves grounded, hidden, and probably powered down.

Taking Lance’s superior knowledge of recon to heart, I’d suggest that the three gradations of Anvil recon operate in three different ways:

  1. Light Recon - Grav Bike: Two-man “patrol” elements fly to area of concern, ground, and set up Observation Post (OP).

  2. Medium Recon - Grav Armored Recon Sled: GARS flies to area of concern, lands 4-5 scouts to move forward stealthily on foot, while vehicle itself hangs back to provide a static OP, indirect fire support (SCREM missile launcher), and a getaway if needed.

  3. Heavy Recon - Hussar Grav Armored Recon/Attack Sled: GARAS flies in 2-4 vehicle elements right through area of concern, accepting risk of surprise contact with enemy and relying on not only speed but significant armor and firepower (both vehicular-scale fusor and SCREM) to survive.

This conception, in turn, suggests some changes to burned tech and to my TO&E:

  1. Grav Bikes probably don’t need a a weapon. That’s actually how they’re burned up on the wiki, but I gave them a Heavy Laser in the TO&E. I’ll change the TO&E to match the wiki, keeping them unarmed (as a default), whereas before I was thinking I’d change the wiki to make the TO&E, to make them armed. [EDITED to add: Also they need Surveillance Drones as standard equipment]

  2. The scouts’ Grav Armored Recon Sleds probably need to be burned up as considerably lighter than a Grav IFV (aka “Anvil Assault Sled” in the book) or a Hussar (whose stats are derived from the Assault Sled). Something like the Anvil Light Recon Sled I burned up and threw on the wiki a while ago, but with a capacity to carry a squad.

  3. The Grav Armored Recon/Attack Sled (GARAS) needs both a Hussar (one pilot plus AI) and non-Hussar version (pilot plus sensor tech). The Armored Cavalry company, given that its mode of operation is movement-to-contact, i.e. leading with its chin, should lose the infantry platoon I assigned it as its “get out of trouble” element and instead gain a platoon of grav tanks, which fit that mode of operation much better.
    I might also do well to swap out the scout platoon – whose dismounted mode of operation makes it harder for them to keep up with the Hussars – for a SPAG artillery platoon, to provide highly mobile heavy firepower for a serious “get out of jail/ambush” card. [EDITED to add: you were suggesting SPAGs for the company’s organic “fire support troop,” right, Lance?]

The tech burn comment was a compliment and an invitation, not a challenge… I don’t mean to rush you into it, but I think they’re way cool and I’d use them in my Anvil battalion, someday. Your response reads a little defensive to me. Now, probably that’s just the Internet talking and I hope that you took my meaning as I intended, but just in case, I wanted to pop back in and pump you up on that.

I still think the bikes are also viable for the role currently occupied by air recon. This may mean two packages, loaded according to mission: An air recon sensor suite (passive sensors plus high-powered, long-range active sensors to be used like star shells) and an observation post suite (stealthed for use dismounted, possibly detachable, at the very least usable with the bike in minimum-power mode). With Hammer out of action and lightspeed line-of-sight weapons all over the battlefield, long-range recon needs to be accomplished by maneuverable, low-flying vehicles. You’ll need more of them, since they’re low-down and can’t see as far. Grav bikes could probably canvass Northern California and pick out the really big signatures (tank companies, brigade-strength infantry encampments, bases). Of course you won’t spot small or well-concealed forces unless you have some measure of time and some idea of where to look (or a really long time, or a really good idea where to look). But for small-scale strategic intel/recon, I’d like to see some option besides Hammer.

I’m pretty clearly outclassed on the military-brain front here, though. What do you guys see filling the need to know what’s happening in the next state over when your Hammer’s off dueling with the other guy in Lunar orbit? Given grav-mobility, you need to know. (I’m using states as a measure of turf, obviously, not politics. Oregon or Northern California is the benchmark here)

But for small-scale strategic intel/recon, I’d like to see some option besides Hammer.

That’s a great comment Devin, and brings up that old part of the equation: Orbital Dominance. Basically an invasion isn’t going to happen (or get very far) until the invader gains orbital dominance. That means, for the defender, zero satellites (and think about what that would mean for our lowly Index 0 military nowadays), and zero friendly Hammer assets. We got into this a little bit with the fortress discussion back in the day, but when you’re thinking about all of this, there has to be some concession made to the fact that one side or the other, in almost any fight, will suffer from a total lack of orbital control (with everything that implies).

Chris

Chris,
Just dreaming here…
I can see instances where an aggressive Forged Lord would slam her hammer into the teeth of the defenses to distract them while the landing boats scream down to the capitals, fortresses and supply depots. All the better to bring the war to the surface and eliminate the fire and logistical support for the hammer you’re dueling with. And, if the gambit fails, well, they were only a bunch of groundhogs destined to die.

-L

While stuck in an airport most of yesterday afternoon waiting for the weather to clear so I could get home, I made some notes.

As Sydney drills down into the company organization, I’d thought I’d back up and take a look at the Anvil Battalion, or force, as a whole. Now for a number of good reasons Sydney has conceived of companies as combined arms units. However, I am not so sure the company is the place to organize such in garrison. Instead, the Anvil Battalion, hereafter Anvil, would be the combat arms organization, with the ability to task organize companies into combined arms teams as necessitated by battlefield circumstances.

Grav mobility would be a driver for the dispersal of companies on the battlefield, but mobility is only one factor. Spreading out depends equally on comms, fires, and logistics. Simply put, any Anvil Lord would strive to have her Anvil fight as a single force so she can command it, support it, and supply it. Besides military reasons, there would be social and economic ones, the Anvil is the Lord’s basis for domination and she would not want to see it spread around where it could be annihilated by her opponents. “My Lord, the fortress is impregnable!” “Hmm, send that company from Lady Oka’s Anvil.” “Bang, ahhh, eeeh, crash, smash.” “There, that will teach her not to take my tax receipts in court.”

So, viewing the Anvil as the combined arms force, not the company, suggests an Anvil would consist, ideally, of three types of companies: Combat, Combat Support, and Force Support.

Combat companies are exactly what the name says: intended for combat. Iron Companies are the combat company par excellence, but with the technological devolution of the Iron Empires, Armored Infantry has joined them. These cos would have 3 platoons, a fire support platoon, and a robust HQ able to accept and support attached platoons from the combat support cos.

Combat Support Companies support the combat companies by detaching platoons to them and performing missions in direct support. Recon, Tanks, and Engineers are the CSCs, with 4 platoons and a HQ element. CSCs can also attach one platoon from another company for short times if needed. (I can hear the tankers wailing, but Anvil is infantry-centric and if you ain’t wearing Iron or Anvil, you are in support!)

Force Support Companies take on missions in support of the entire Anvil. Artillery performs fire support and air and space defense, Cavalry screens the entire force, to front, flanks, or rear, Security Cos protect lines of communication or secure critical nodes, and Light Infantry Cos clear and secure built-up areas and rough terrain, freeing Iron and Armored Infantry Cos. All of these cos have 3 platoons plus any necessary support for their sem-independent operations.

From this force mix an Anvil Lord would then task organize as needed for combat. If the Iron Co was to carry out an attack on a different axis than the rest of the force, then it might get a Recon Plt, a Tank Plt, and a Arty Plt added to it, but if it was part of the main force, its recon, tank, and fire support would be coordinated by the Anvil Lord and her headquarters.

I thus see the ‘basic’ Anvil (the 2D Affiliation) as having, say, 1 Iron Co, 2 Armored Inf Cos, a Recon Co, a Tank Co, and an Arty Btry, or 3 Combat Cos, 2 CSCs, and 1 FSC.

In the offense this force would be preceded by the Recon Co, perhaps reinforced by tanks or infantry and supported by artillery, to locate the enemy and then destroy or drive in his recon assets. With the recon fight won, the arty would displace to support the Tank Co’s drive, reinforced with inf or recon depending on the terrain and mission and with one tank plt detached, to gain fire dominance over the enemy. With this the Iron Co, reinforced by a tank platoon, would seize part of the objective, preferably a flank, allowing an Armored Infantry Co to pass through and take the rest, leaving one Armored Infantry Co in reserve. As the infantry mops up the enemy, the Recon and Tank Cos continue on to screen the assault and prepare for a counter-attack.

On the defense this force would screen forward with the Recon Co, again maybe with an attached tank plt, to blunt or destroy the enemy’s recon. If the fight gets too heavy, then the Recon Co disengages and falls back. Depending upon mission and terrain, the Tank Co might also occupy a forward battle position, perhaps with inf and arty assets, to further attrite the enemy and make him deploy, increasing his vulnerability to arty and Hammer. Before this fight gets too heavy, the tanks too fall back to the main site of resistance. There the infantry cos have dug-in, with one reinforced by a tank plt, and joined by the rest of the tanks, supported by artillery, and screened by recon, they seek to defeat the enemy.

Now a 3D Affiliation Force would have more companies, especially Combat and Force Support. A 1D Affiliation Force might only have Light Infantry and Security Companies to support a Forged Lords Anvil or a few Armored Infantry Cos, who would need combat support from a liege lord.

Again, my point is that I’m not sure we need to organize companies by to&e as combined arms units since they will fight as a force, as much as possible, and can thus task organize for combat.