[Mass Combat] PLAUSIBLE army diversity in settings
Greetings, all!
As part of [re]designing a setting, I'm aiming for making the [para]militaries different from each other. The problem is making sure the differences are at least plausible - traditions, civilian practices and the like can only account for so much weirdness. What ways can be used to plausibly avoid the armies of the world from picking a perfect mix and sticking to it, and make it reasonable for different organizations to stick to very different doctrines. Preferably with bits of 'ethnic badass' units and tactics. This was a crude attempt of a similar discussion (more specific to the setting, not as generic as this one). Thanks in advance! |
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Look at the ancient world: the citizen-states of Rome and Greece produced a strong infantry with a supporting cavalry arm. The aristocratic east produced the persian and parthian cavalry armies with an insignificant infantry component.
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Re: [Mass Combat] PLAUSIBLE army diversity in settings
The major cause of army diversity, assuming societies that have enough contact to see one another's technology, is diversity in resources. In the modern world this mostly appears in the form of the relative cost of personnel vs equipment (so first world armies are very different from third world armies), but if there's some other type of unevenly distributed resource, that also works (for example, the English longbow is dependent on having the right type of wood, and Japanese armor is significantly influenced by the shortage of iron).
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There is IMHO no real perfect mix.
The trick is to look at the talent you have...and find a way to maximize what you can do with it. Bonus points if you can find a way to line it up with the other sides weak points. But since armies are represitive of the Government, Society and People(s) that create them...much like people, no two are the same. One of my favorites is here... http://en.wikipedia.org/wiki/First_S..._Service_Force A unit created for a mission that was never done, to use a vechile that was built at about the Proto-type level, very nearly disbanded and not really wanted when it was sent to combat; magnificent historical irony that it is one of the models for many current special forces organizations... Edit: Oh and while certainly not history per se the William Holden Film gets most of the major points about right...and is a decent movie too... |
Re: [Mass Combat] PLAUSIBLE army diversity in settings
Wow, Vicky, you don't ask simple questions, do you? :)
Some of the real life influences on armies have included such things as: Funding - infantry are cheaper to train & maintain than armor/cavalry units. Certain weapons types are certainly cheaper to produce and maintain than others. The training for certain weapons is easier than for others, for example, the firearm, even in its early stages, was easier to teach than the use of the long bow. Terrain - broad open spaces with fairly good water sources would cause an army to be more mobile, especially when horses (or their equivalent) are the main form of transport. Mountains or steep hills would work best for infantry, especially lightly armored or skirmisher types. Deserts or badlands would indicate small units, possibly mounted. Temperate forests would be good for infantry, especially heavily armored types. Islands would be the source of marines - infantry trained to operate either aboard ships and/or landing on enemy shores, as well as most of the military would most likely be ships or boats. Tradition - based on the above terrain ideas, later armies would most likely continue with variations as the tech level increases. Religion - while there are not many historical examples of religion having a major impact on army forces, a fictional setting could have them. For example, a religion could disapprove of edged weapons for the aristocracy, leading to forces made of nobles relying on maces. In history, for a while, the Catholic church "banned" the use of crossbows on Christians. This didn't last very long, as military forces found the advantages of the crossbow far outweighed the ban. These are some ideas, at least. I've seen PCs create super armies that are, for example, immobile. (Try shipping a thousand heavily armed knights across a two hundred mile wide channel using small craft - five knights, their horses and their equipment per boat, because that was all they had. That's 200 small boats that may or may not make it all the way. No support troops, no food. No protective navy, either. It wasn't pretty.) Of course, there are very few units that are perfect - the equipment, the men or the leadership always has a flaw. Real militaries study their possible opponents, and the terrain they could be possibly fighting over. |
Re: [Mass Combat] PLAUSIBLE army diversity in settings
I think that if you take a snapshot of any real military organization at any given moment and ask 'Why this?', the answer will fundamentally always revolve around three things -- legacy, purpose (planning/strategy), and resources (including human and intellectual).
Vary those as between the nations, and their militaries will diverge accordingly. |
Re: [Mass Combat] PLAUSIBLE army diversity in settings
Beyond what Whitestreak wrote their are a couple more reasons for diversity
1: Paranoia: Large well discipline, trained, and armed troops are a godsend in times of war. They are also potential assets that can be influenced by rivals to your leadership by the opposition within your country. The same is true of peasantry that have easy access to weapon. Their familiarity with weapons would let them be trained for warfare quicker in times of war but would also make it more difficult to impose unpopular decisions in times of peace. 2: Population: Smaller populations might very well compensate for a lack of numbers by lavishly equipping each soldier with as much high quality gear and training as possible. While a country who has an overabundance of population might prefer to equip its much larger armies with a much cheaper gear. 3: Sensitivity to losses. The more a country values the life of its soldiers the more it will invest in them as well as pursuing weapons that allow their forces to disengage better or be able to stand off at a greater distance than the enemy. Typically democratic governments will have higher sensitivity to losses than more authoritative governments. 4: Historical Precedent: Governments tend to fight their wars the same way again and again as long as they are successful at it. Its only when they are defeated or suffer phyric victories do they tend to look back at what they did wrong and make the adjustments needed to win the next war. 5: Cult of Personality: In the real world we dont get to see the stats of an army nearly as easily as we can in Gurps and have had to take educated guesses at what will give us the best bang for our buck on the battlefield. Frequently those decisions that we make will have detractors that have valid criticisms of why X is better than Y and what we really need is more W. A popular ineffective army choice is going to be an army that is going to be hard to get rid of for a ruler while a unpopular but effective army choice is going to be very difficult to maintain in peace or even war. |
Re: [Mass Combat] PLAUSIBLE army diversity in settings
Umm... whats the setting? This becomes a heck of a lot easier, if there are imbalances on the two sides. Suppose in one country everyone learns how to make and shoot a crossbow as part of a tradition, another army is okay with necromancers, and the third army is from the wizards guild. The first army's levies will be filled with crossbowmen and the second will have teams of zombies, and the last army will have nothing but mage created monsters and the mages themselves.
Or in a sci-fi setting, if one side is invading from space, they probably will want light units, or ones that are easy to land and launch. A lack of heavy tanks, but a preference to super-soldiers since the main cost is moving them; certainly no one without excellent training. The ground people don't need to worry about weight, so they can use tanks, or swarms of less well trained infantry. |
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I can believe a nation with exceptional native crossbowmen, which naturally fields them heavily. Though it's easier with archers, since the bow is a more skill-intensive weapon and easier for people to get their hands on. It's a bit hard to believe that necromancy is useful, but only one army takes advantage of it. Unless it's a tool of irredeemable evil and you're in the midst of your huge dualistic fantasy war, in which case carry on. It's much more believable that one army makes more extensive use of it that others for some separate reason...what springs to mind for me is they use undead to patrol some kind of terrain that's extremely inhospitable to human troops, but there could be other explanations. It's plausible that the Mage Guild has minimal conventional forces of its own, but they wouldn't go to war with magic alone (unless balance in the world is so borked that that's a game breaker strategy, in which case any The Mage Guild probably rules the world). They'd field lots of magic, but they'd also use it to buy mercenaries and allies of more conventional types. The point of being a guild is to extract concessions (and money) from outsiders, after all. |
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The stereotypical crossbow specialists are commercialist urbanites who have plenty of money and workshops but lack large bodies of traditional warriors. So when they need forces they drill up a militia with high-performance but mass produced and easy to use gear. |
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While society B believes that upon death that the soul of the deceased is trapped within the corpse and cannot move on until body is destroyed typically by cremation as soon as possible after death. That to imprison a soul into a rotting corpse is highly offensive to its ideas regarding the after life. While Society C takes a little bit of both A and B's beliefs and allows limited use necromancy and only allow necromancy for certain people. People who are still in debt when they die may be reanimated to provide work/military service until they have discharged their debt/duty. People may sign contracts to have their body reanimated after their death in return for money or other services, and criminal sentences may extend to beyond the prisoners death in society C. Quote:
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In Europe, the urban population required the same much larger rural population to support it, but didn't necessarily control the rural population and were often not on good terms with the traditional, trained fighting men. |
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Zombies offer some very clear advantages in terms of attrition warfare castle/city assaults but have very low personal initiative are incapable of learning from previous mistakes may be very difficult to keep together in a cohesive manner and may very well increase the propensity of plague developing in the area from their decomposing bodies over all their advantages and disadvantages when taken together may not provide a decisive enough of an advantage for Society B to change its policies regarding necromancy. Society B might also make the decision that while it finds the Necromatic policies of Society A and C very distasteful that actually going to war with either society is bad for it for several reasons independent of it. Just as in the modern world the United States has several qualms about Chinas Human rights violations and its willingness to allow patent piracy but does not care enough about either of those issues to engage in a war with them despite having what is probably the most powerful military in the world right now. |
Re: [Mass Combat] PLAUSIBLE army diversity in settings
In a fantasy setting where a lot of magic is used, one thing you can do is bring up the subject of aspected mana. If anything is going to aspect your mana, it's massive use of a certain kind of magic. Thus go wild with necromantic industrialization, and you find your entire realm becoming death aspected. Not only does it get harder to use Healing, Animal and Plant magics, but you might find yourself dealing with other side effects. Increased still births, crop failures, ghosts and feral zombies cropping up.... And yet, necromantic magic becomes so easy... Divide up your magic into different ideologies and and you can end up with White, Green, Red, Blue... nations, each with a strength and a price you pay for that strength.
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A culture may find zombies disgusting or even morally offensive without being willing to wage a costly war over the issue. As a historical example, consider nations which outlawed slavery at different times, but which were otherwise largely on good terms. Quote:
It's not clear that necromancy is beneficial enough to a nation to force its adoption in the face of cultural resistance, especially if the nation's advantages lie in a different direction. Armies which rely heavily on mobility, for example, may find classic zombies to be of limited use. |
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The Justicariate is a densely-populated yet small city-state with superior bio-technology and social engineering. The city is an underground arcology, so they have a negligible navy/airforce/motor pool. Since they are pretty cautious regarding population losses, they refuse to maintain a large army. Instead, their defense force is composed almost solely from extensively-modified super-soldiers, raised and trained from childhood, and given the best equipment. Game effects: the most common units are Fanatical Élite Super-Soldier Riflemen with best equipment, and often with Night, Terrain, and a Neutralize specialization (depending no loadout). Similar Mortar teams are also available. I'll describe other factions later. |
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A crossbow is, in modern terms, point and shoot in comparison. |
Makes sense --
Other possible reasons for diversity, even with the same set of technologies:
1.) Distance from the theater of war. In WW II, the Americans did not field (until the final months of the war) any armored vehicles heavier than the thirty-odd ton Sherman. One main reason is that the war was, from the USAnian standpoint, fought overseas. There were a lot more 35 ton cranes available than 60 ton cranes to load/unload tanks. I also suspect that the Liberty ship would have had more trouble with a 60 ton tank and it's much greater concentration of mass vs. deck or hold-floor space. Also, problem for moving by rail. 2.) Space, the final frontier. When I first read of Ogre in the late 1970s (IIRC) I thought it was neat but made no sense -- why put all your military eggs into one basket? Then decades later, when I was fooling around with some ultra-tech logistics' planning, I realized that there was one aspect where it did make sense -- logistics. A 25,000 ton Ogre may have the same firepower as an armored battalion (albeit be rather more vulnerable as a unit) but the delivery mass & support tail is going to be a lot less. (Remember a 51 tank battalion will need LOTS of support vehicles, supply transports, and ongoing provisioning for its men; an Ogre with a long-term nuclear plant is pretty much independent. An Ogre is, moreover, with an add-on jump chassis self-deliverable into a system; the battalion will need transports, support for the transports, escort for the transports, support and bases for all the above, etc. 3.) Zombies are great tankers -- was the argument in the Cold War for troops zapped by radiation. (I think that the military was too optimistic, however.) If you have a mana-rich world, some societies will be very opposed to seeing Uncle Mort or Aunt Wilma as a rotting spear-carrier. Perhaps the Grand Autocrat might not want to buy the kind of unrest that could ensue if he starts recruiting the graveyards. (And they can vote, too!) In other societies, with different scruples, perhaps the plebs are happy to see their dearly-departed shouldering arms (assuming that they have arms, or shoulders, by that point) and going off to fight for King, Country, and Undertaker. As someone noted, there's also the third-party element; while you may not care what your enemy or your civil population thinks of using zombies you may not want to give your enemy this propaganda gift. Remember that unless there are just two nations in contact with each other you have to consider the neutrals. |
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OK well that is a very good setup. Unless all of the nations are the same arcologies they will have differnt focus. A lower tech nation or one with more population may very plausabily go for larger but less well equiped and trained armies.
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Game effects: Lots of cheap ground vehicles, varied troop quality. Fanatics are rare, but finding Good-quality Impetuous Mercenaries is quite doable. Nearly all units have Terrain (Desert). |
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The Khæn culture places great emphasis on realistic martial training - 'wargames' are a popular sport. Also, they treat flight with an almost religious fervor - those who never piloted a real vehicle have at the very least learned to handle a parachute (or glider). Since the locale mostly consists of islands full of either cliffs or dense jungle, they don't have many ground vehicles.
Despite their martial prowess, they have no standing army - warriors act more like mercenaries or (in the rare cases of protecting homeland) highly organized militia. Game effects: TL9^ in general, TL10^ in airspace tech. No MBTs or Battlesuits, and very few land vehicles (10% of TS, element count or total budget, at most). Most infantry, air transport, air combat, and Sky Trooper units are Levy units (or Mercenaries). All infantry units Must have the Airbourne Feature. Terrain: Jungle and Mountain are common. All-Weather is common for air units. Code of Honour: everybody has strict rules of behavior, and are obliged to keep their combat skills at a respectable level - all Infantry and Air units must be Good Quality, and many are counted as Fanatical. Élites, though, are not as common. Retarded biotech: casualty reduction after a battle is halved (this might be negated by units having Rapid Healing or Slow Regeneration). Instinctive Tactics: groups of Khæn have a Cunning rating equal to average primary skill of all participants in a force, instead of the usual IQ/Per (MC27). Instinctive Tactics are unavailable for Khæn Mercenaries lead by non-Khæn leader(s). |
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Navy no better than that of other seafaring states due to huge emphasis on flying vehicles - these fellas would make the Flying Arab himself envy them. |
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Plus, they don't wage wars of aggression, and there have been very few wars of retaliation. So as levies they mostly stick to local landing or refueling, or, as mercs, expect the faction hiring them to give access to their own bases or carriers. |
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According to Wikipedia, only 9 countries on Earth currently have aircraft carriers at all, and most don't have more than one in current commission. |
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That being said, I'm not sure maintaining many oceanic paths under control is a priority for a faction that has primarily air-based both in terms of combat and logistics vehicles. Island-based aircraft should suffice to safeguard the naval paths between the islands, the local fishing operations etc. |
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It's probably not impossible for their rivals to conduct naval-based interdiction of airlanes, for that matter. I'd be inclined to invest in some submarines with SAMs. |
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If it is, their airforce probably could have unlimited endurance with airborne carriers. If it isn't, I'm wondering how this can be economically viable. Quote:
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At least when you're dealing in bulk, which you will be, when it comes to fuel and ordnance. |
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However, there has been no point in recent history, possibly in history at all where civilian trade didn't make heavy use of water transport as the cheapest of all bulk transport methods. (I have no clue why Mass Combat sea logistics cost more than land logistics.) Contragrav might be able to upset that, though. "Unable to import or export heavy goods at reasonable prices" is not an economic niche I can believe. Quote:
Do they not engage in long distance trade? As a nation in a TL9+ world? That's very hard to credit. If your Khæn have no commerce outside easy air patrol range of their land bases that might protect them from raiding, but it's unbelievable. Also, naval forces don't so much require a 'logistics trail' as such. They can have one, but they also have internal range and stores to allow them to cruise for long distances and timeframes. A modern SSN (nuclear submarine) can circumnavigate the globe without surfacing, never mind resupplying. Operating far from logistics limits how much they can do before withdrawing for resupply, but when each SAM brings down an airliner or cargo plane and a handful of shells or a torpedo destroys a surface freighter that limit is more than enough to be intolerable. |
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I get the impression that you're saying that to engage in air trade, a nation must have 'above-average' navy. Quote:
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Supplying food, fuel, ordnance or raw materials is not economical by air. Quote:
To have a successful platform that can do both, you need to spend so much more money than the other side that the only way you can compete is if you are so much larger and more economically successful that you can afford to field an enormously suboptimal military. Even the best combat aircraft at our TL8 burn fuel and expend ordnance at prodigious rates and there is no sign of that changing. The side with bases close has an enormous advantage. Since it's 20 times cheaper to move fuel and ordnance by sea than air, any nation with a fleet and aircract carriers will have an advantage over your 'air-power only' nation as long as their own nation is less than 20 times the distance away from the engagement area than your fliers. The consequence is that the fliers control only their own island and are essentially unable to effectively project power anywhere else, because it's too expensive. If you want that changed, you will have to make them by far the richest faction and somehow explain why they prefer to throw their enormous wealth into the ocean by trying to use aircraft as heavy logistics vehicles. Quote:
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Without trade, you can't maintain a TL9 economy. You probably can't maintain a TL5 economy. Simply put, the more you trade, the richer you are and the better your technology. A war that turns off all your income will cause your economy to tank and your military to become worthless over time. The higher the TL, the shorter this time is. Hence, a military that can protect your trade lanes is vital. |
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In the pretty unlikely case that you were going to not have one of them, it would pretty well have to be air freight. Quote:
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Icelander's addressed the issue with extreme-range action against conventional naval forces. If you're flying from the continental US to hit a carrier in the South Pacific, you're going to be fighting at a huge disadvantage. The other component is actual patrolling, to detect and attack submarines before they kill your merchants. That takes long idle times, and sensors that aren't particularly well suited to aircraft too. The problem there isn't so much range as how much sea area you can afford to continuously blanket in ASW patrol planes. Quote:
Anyone can engage in global trade in peacetime, but in time of war you can be cut off if your navy isn't powerful. Quote:
...just like if you were using Mass Combat to represent a patrolling squad meeting an enemy squad in the jungle, neither has logistics elements in reach of the fighting. Or if you're modeling a fighter duel over the North Atlantic. Quote:
In the past, powerful nations that relied on sea trade generally built up a navy with which to protect it. And that at much lower (and thus less global-trade-oriented) TLs than your setting. |
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Second, it isn't 'air-power only'. It is 'no better than the TL average in stuff other than aerospace stuff'. Quote:
This is not the same as a unit which has a Maintenance of 0. Quote:
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They have a non-zero Maintenance/Support Cost (be it repairs, supplies, whatever). They can act for months without returning to a base, ignoring TS losses for lack of support. ...which is possible because... They have their own storage space, power generator etc. (expressed as Logistics Raise Cost). They have their own supply of fuel, ammo, food and other resources for several months (expressed as carrying several months of supplies with them instead of steadily picking them from the rear; the price of supplies is expressed as a combination of the unit's and logistics' maintenance cost per month). How do you propose to express it if not like that? |
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Well, looking at it, the navy of those island people would probably be composed of a lot of small units - corvettes, armed trawlers, submarines. They use these to keep their waterways under control and keep their waters clear of commerce raiders. If anything more powerful - battleships, carrier groups - shows up, they call in the air force, which is based on the islands, with enough range to strike the invader.
That still means that their long-distance trade is open to whatever their enemies want to do to it. Carrying on international trade will be next to impossible with this configuration, if major surface units go after your convois. Submarines might still be kept in check by destroyer and corvette escorts. They might plan for this contingency by holding a unit or several of higly specialized planes in reserve, which are designed to attack such surface units. Basically, large fuel supply, powerful anti-ship weapons, stealth capacity. So when the enemy declares war, they send out these units to sink whatever large commerce raiders they can field, then use their smaller units to keep their convois safe from small-scale commerce raiding by subs and auxiliary cruisers. It might just work. After all, TL 8 carrier groups are not primarily a weapon of sea warfare, they are a way of projecting air superiority. If that is not what you want, you wouldn't need them. The specialized planes outlined above would be sufficient to sweep the seas clean of battleships and carriers, and might serve as a deterrent to enemy naval deployment, and convoi warfare is a matter of lighter units anyway. |
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Even though on the individual level the Khæn are seen as loud and daring, in the political sense, the Khænish Islands (official name pending) are supposed to embody the 'Beware the Quiet Ones' trope - they're huge (total area and population somewhere between Australia and China, haven't decided yet), larger than any other sovereign state in the setting (not larger than some semi-temporary alliances, though), culturally monolithic (in contrast to the rest of the setting), capable of hive-mind-like coordination in large-scale combat, and very reluctant to take sides in political conflicts. Most world leaders think that it's best not to anger the sleeping giant, and they're probably right. Truth be told, while the Khæn can probably defeat any confederation and maybe even any alliance in the setting, this is likely to have catastrophic consequences for them in terms of population loss and expenses. Quote:
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Of course, if you don't need to annihilate an enemy navy you can also use them to project air superiority in support of land operations. They're good for that too. Quote:
I'd suggest that their navy would lean heavily to light carriers. Assuming that they can operate their favored aircraft off relatively small decks. They can lean on the 'just plain better than you' factor to compensate for the relatively small aircraft complement. A light carrier is roughly cruiser-equivalent so having a number of them doesn't constitute a huge navy, but if your planes are overwhelmingly superior each one is probably at least as scary as anyone else's fleet carrier. And if they do get in a serious scrap they might roll out escort carriers: dirt cheap, slow light carriers designed for convoy protection. |
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When I said average, I meant, in City Stats terms, that their Military Budget Factor dedicated to the navy is no higher than that of the average seafaring nation's MBF (perhaps even lower). Sure, their navy is larger than that simply due to having a large population in the first place. But I don't want to give them a munchkin navy, since due to the Levy mechanics (representing martial training and piloting tradition) they already have a freaky de facto budget for infantry and air. Quote:
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Fleet carriers -- yes. However, by late 1943 much of the Allied (NOT US) ASW effort in the Atlantic was carried by the so-called "escort carriers." These could project air power into regions not covered by short-based aircraft. (See William T. Y'Blood's "Hunter Killer" for details.) Even in areas which could be covered by shore-side based ASW air the CVEs (escort carriers) were useful. It might take several hours to whistle up a PB4Y from Newfoundland or Iceland or Northern Ireland to respond to a possible U-boat contact in mid-Atlantic; if an escort carrier was present you could get aircraft to sighting location much more quickly. This time saving could translate into a kill vs. a "there's lots of ocean out here & no U-boat, Chief." Remember that the USN was marginally involved in Atlantic ASW. It made more sense for the Royal Navy & Canadians to cover that area of operations while the USN went after the Japanese. IIRC by early 1943 the USN was contributing three percent only of Atlantic escorts. Note also that a very large number of escort carriers were US-built and British-manned. (I think a few were Canadian-manned, but might be wrong.) Before the torches & pitchforks come out I should acknowledge that I am an American and have had family members in the USN. However, I also, in the interests of truth, have to acknowledge where our allies carried the lion's share of the load. Back to Ms. Molokh's point -- it might be possible for an island nation to get by without a major navy if certain odd political arrangements occur. From 1945 to c. 1985 the Japanese navy (excuse me, marine self-defense force) could be fairly small and short-ranged, despite Japan's major need for imports. The US had a vested interest in Japanese prosperity (and still does, IMHO) so the USN basically provided Japan's sea lanes with security. Alternatively, if the nation is pretty much self-sufficient in vital commodities, it could get by with shore-based, relatively short ranged air as anti-invasion forces, and let the relatively more expensive long-range sea-based air (read carriers) go hang. Other options -- are there space-based military assets in this scenario? While they would be pretty useless against submarines, they could be decisive against surface & air threats. Other possible factors -- is the island nation needing only fairly small quantities of vital materials? Then cargo/tanker submarines would make sense and be no less tough to find/kill than the enemy's attack boats. (There would be more chance to find them as they approach port -- but then fairly short-range ASW assets could work against the raiders.) |
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Many of the things you seem to be doing are best laid out by GM fiat, not referring to Mass Combat. Remember, MC is intended to help GMs and players settle largish battles - it's not really set up to resolve campaigns, politics or economics. There are a couple of resources available for campaigns, and when I get back from the dentist's office, I'll dig through them and give some pointers. |
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