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Nitram Draw June 18th, 2016 10:50 AM

Question about force composition
 
A while ago I saw a post that gave a basic force composition for starting a campaign. It included Recon, AA defense, infantry and armor recommendations and how to organize them. I cannot find that post.

I want to start a campaign as Israel that covers the 6 Day War - Yom Kippur War time frame. What would be a good mix to start out with to make a mechanized 'battalion' size force?

Thanks.

Suhiir June 18th, 2016 11:03 AM

Re: Question about force composition
 
Do you want a more-or-less historical set up, or one that seems to work well?

Nitram Draw June 18th, 2016 11:57 AM

Re: Question about force composition
 
Quote:

Originally Posted by Suhiir (Post 834541)
Do you want a more-or-less historical set up, or one that seems to work well?

Something reasonably historical but I don't mind being the most elite unit in the army either.:)

For example if I tried to make a mech infantry unit would I do 2 infantry companies to each tank company? Would they typically have some big guns attached or just mortars? Things like that.

I also seem to remember the post suggested buying some of the more special unit, like an FO or recon, first because they would attach directly to the HQ unit. I don't understand how that works but if it does do it that way I'd like to try it. Normally the first unit I buy is either a tank company or infantry company.

scorpio_rocks June 18th, 2016 01:32 PM

Re: Question about force composition
 
Quote:

Originally Posted by Nitram Draw (Post 834540)
A while ago I saw a post that gave a basic force composition for starting a campaign. It included Recon, AA defense, infantry and armor recommendations and how to organize them. I cannot find that post.

I know its WWII, but the basic premise holds true.
Was THIS the thread you were after: http://forum.shrapnelgames.com/showthread.php?t=50453

scorpio_rocks June 18th, 2016 01:41 PM

Re: Question about force composition
 
Some thoughts on force composition:

1. Always start by buying a FOO (being 2nd unit makes it easy to find when you choose to do artillery call)

2. Buy some AA (personally I like a good SAM unit and a mobile cannon armed section which can also help out Vs infantry/light vehicles).

3. Decide on your ratio of Inf units to armour (2:1? 3:1? etc) - I tend to have a "heavy" mech inf company (which includes IFVs, a platoon of engineers, etc), a lighter inf company perhaps in trucks or apcs, and a tank company.

Nitram Draw June 18th, 2016 02:07 PM

Re: Question about force composition
 
Quote:

Originally Posted by scorpio_rocks (Post 834546)
Quote:

Originally Posted by Nitram Draw (Post 834540)
A while ago I saw a post that gave a basic force composition for starting a campaign. It included Recon, AA defense, infantry and armor recommendations and how to organize them. I cannot find that post.

I know its WWII, but the basic premise holds true.
Was THIS the thread you were after: http://forum.shrapnelgames.com/showthread.php?t=50453

That was it. Thanks!

Mobhack June 18th, 2016 03:31 PM

Re: Question about force composition
 
Israel in that time frame was very tank-heavy, bar the leg units in the defence of the canal zone etc. They also went artillery light as well, or reserved the guns for counter-battery fires - I recall seeing some quote that 75% of fire missions were C/B.

So a bn of
HQ
FO unit
1 or 2 SP mortar platoons (No core off-map arty)
1 or 2 SP AA elements
1 or 2 Mech recce or AT sections
3 tank coy
1 mech coy

Would be about right for the era

(If you did buy off map then make it long range type such as 175mm and voluntarily leave it idle to smack enemy off map arty)

Aeraaa June 18th, 2016 06:45 PM

Re: Question about force composition
 
Quote:

Originally Posted by Mobhack (Post 834549)
Israel in that time frame was very tank-heavy, bar the leg units in the defence of the canal zone etc. They also went artillery light as well, or reserved the guns for counter-battery fires - I recall seeing some quote that 75% of fire missions were C/B.

So a bn of
HQ
FO unit
1 or 2 SP mortar platoons (No core off-map arty)
1 or 2 SP AA elements
1 or 2 Mech recce or AT sections
3 tank coy
1 mech coy

Would be about right for the era

(If you did buy off map then make it long range type such as 175mm and voluntarily leave it idle to smack enemy off map arty)

I think a more accurate version is swapping the mech coy for a para company + an attached halftrack company (11 halftracks from the misc section).

Nitram Draw June 18th, 2016 10:32 PM

Re: Question about force composition
 
Thanks all. Off to the campaign!


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