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/kountry/ - Outer Heaven

Not for any Nation. Not for any Ideology. Only for Freedom.

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File: 1450885351324-0.jpg (392.81 KB, 1477x1069, 1477:1069, MedCoIBCT.jpg)

File: 1450885351347-1.jpg (195.56 KB, 1600x1024, 25:16, O-ReconTroop.jpg)

File: 1450885351347-2.jpg (169.99 KB, 1600x698, 800:349, O-EngCoIBCT.jpg)

 No.1592

I'm finally back and ready to talk about applying the stuff i touched on too long ago in >>334

this time i'll be dealing more in specifics.

pictured are some examples of a Troop, Organization, and Equipment(TOE) chart

reading it you can see all ranks, vehicles, weapons, and sensitive items allocated to the listed company in a streamlined manner.

starting at >871 I discussed the principles of building and training a force from scratch and how organiziation is the most importnt factor in that. now we'll be putting it into practice.

 No.1593

File: 1450886459239.png (12.93 KB, 819x460, 819:460, OHEF.png)

since we want to model our military along similar lines to a marine Expeditionary unit, I went with that.

pictured is one possible way to go about this, we won't touch on exact manpower numbers just yet, but focus more on what each of these box symbols mean and how they relate to one another.

this is a regiment-sized force, consisting of one battalion-sized element of ground troops, one battalion-sized element of aircraft, one spcial troops battalion, and one support battalion.

the ground battalion is made up of six companies:

-three infantry companies(X)

-one tank company(oval)

-one recon company(single diagonal line)

-and the headquarters and headquarters company(HHC)

at least one of the infantry companies might be outfitted as an amphibious assault, while the other two would be more conventional

The air group is made up of two attack squadrons, two airlift squadrons, a maintenance squadron, and the HHC

special troops may not be special forces, but would most certainly be unconventional. it's basically the guys who get tasked with anything that requires more subtlety than 300 pissed off marines with an organic fire support element.

the Regimental Suport Battalion is home to all the stuff that keeps the other battalions in the fight: one artillery battery for fire support, one transportation company to deliver the supplies and stuff, maintenance company to service all the vehicle needs, engineers for all the stuff they do, a medical company, and the HHC.

all told this would be a rather large force, with a huge operating cost, obviously not something our fledgling nation would be able to stand up initially.

here's where we start applying the "core cadre" stuff i was talking about.


 No.1594

File: 1450886970920.png (9.49 KB, 819x460, 819:460, OHEF Startup.png)

pictured is a hugely scaled down version of the previous force. geared towards a more civilian role.

much of the RSS remains, only the artillery has been replaced with one of the special tropps companies.

with this setup we could start up this force and gaine some support through humanitarian efforts or just be a PSC geared towards dealing with all the non-combat shit that you find in unstable regions like leftover mines and IEDs, lack of distribution infrastructure, and shitloads of need for healthcare. the special troops would officially be present for in-house security.

i'm exhaused and can't think much more, will continue if/when intrest is shown.


 No.1598

Please continue


 No.1599

File: 1452023562371.gif (9.21 KB, 614x347, 614:347, fig5-1.gif)

>>1594

for the sake of discusion let's look at the transportation company, based off of the army example outlined in FM 10-426

http://www.globalsecurity.org/military/library/policy/army/fm/10-426/ch5.htm

that is a force roughly 185 strong, made up of HQ, maintenance section, and three truck platoons with 20 tractors each.

obviously 60 semi trucks is just too much for this starting company, but this is where the core cadre comes in.

by reducing it down to 20 trucks this becomes much more manageable to raise, where instead of needing 185 people and some sixty trucks and trailers, you only need at most 51 people, which is pretty easy to raise.

by focusing on getting the upper level guys into place first, you get the ability to go to work with force you have while you raise money for the force you want, which you slowly add to your existing force piecemeal.

since the whole unit is already built on paper you only need to fill in the slots as your organization grows into the mission.


 No.1600

File: 1452025189958.jpg (125.77 KB, 860x571, 860:571, he2_lg.jpg)

>>1599

the maintenance company is a little more abstract than what we're used to seeing in a line unit, rather than being divided into platoons or sections it's members are arranged into different shops. some possible ones incorporated follows:

-engine shop

-tire shop

-turret shop

-armor shop

-wheeled vehicle shop

-tracked vehicle shop

-parts shop

-machine shop

at this level the techs don't necessarily work on specific vehicles, but rather work to rebuild the parts that the line units send back to depot after swapping them out for new components.

for example, when a tank engine goes down, rather than repairing it in place they just pull the whole power pack out, install a zero hour one, crate the old engine up and send it to the engine shop to be rebuilt.

or when you replace all the tires on a semi truck the old ones go back to the tire shop, where the rims are taken and given new tires, before getting put back into the supply chain.

you might notice this gives you two advantages:

-the guys at the point of action can get back into the mission with minumum down time

-the company-level techs can keep their equipment running with plenty of time to focus on small shit like small components.

-the company doesn't waste money and time both on new large assemblies and manhours to repair brokedick equipment in the field.

these shops could be anywhere from team to platoon size depending on the volume of work expected, so it's hard to tell exactly what the core cadre of these guys would be just by looking at the TOE. but some could be straight-out omitted starting up.

obviously you'd need a tire, engine, parts shop, you'd need the admin section, and that's about it.


 No.1601

File: 1452027223418.gif (21.17 KB, 444x285, 148:95, fig10-3.gif)

combat engineers have four main missions apart from general construction:

-bridging

-breaching

-trenching

-EOD

bridging, trenching, and general construction are easily acomplished with same or similar assets. breaching and EOD require fun stuff like bangelors and and demolition robots.

obviously you'd need a little of all of it, so again what determines strength of this company will be the missions we find ourselves going into initially.


 No.1602

Where did you get the OP images? That's exactly my kind of autism right there.


 No.1603

>>1602

those are actual Troop, Organization, and Equipment(TOE) charts. the army uses them to keep track of what a unit should have.>>1602




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