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natehale1971 05-21-2009 10:59 PM

Cantonments in T2k
 
Hi everyone,

I have some questions that i've been trying to figure out for a while about Cantonments. Does anyone have a basic outline of what is found in cantonments or even how the cantonments would be 'officially' and 'unofficially' referred to by the militaries that have had to establish them?

I know most have roughly developed civilian Shantytowns or tent cities that have been built in their 'shadow' in hopes of getting protection form roving marauders and the like...

As for names of cantonments... I was thinking of using this as an example of an American Cantonment in Europe. Does anyone have a better template to use?

US Army Base Camp Purgatory (US Army Europe, UNITED STATES EUROPEAN COMMAND)

Also... what is the smallest independent military unit that in your opinions would establish Cantonments? My thought would be Battalions since they are the smallest self-sufficient military unit of command...

I had thought of Military Cantonments actually being a series of complexes spread out over an area of operations for a Division, broken into spheres of responsibility based upon Brigade, then down to the Battalion levels.

Has anyone else given any serious thoughts to this?

(Sorry for the random nature of this post, i'll try and clean it up when i'm able... my brain is acting so werid right now. i'm really sorry about this.)

bigehauser 05-21-2009 11:19 PM

I never really understood fully what that term meant when I first starting getting into T2K, but I would say that a military cantonment may look something similar to a firebase of Vietnam, or a FOB of today.

natehale1971 05-21-2009 11:31 PM

Quote:

Originally Posted by bigehauser
I never really understood fully what that term meant when I first starting getting into T2K, but I would say that a military cantonment may look something similar to a firebase of Vietnam, or a FOB of today.

That's what i was thinking as well... I just don't know what kinds of things you'd find in Firebases or FOBs of today. or how they are named...

Targan 05-21-2009 11:42 PM

A cantonment would cover a much larger area than an FOB or a firebase. But it would probably have a strictly military area within it or next to it which would much like an FOB or firebase.

Legbreaker 05-21-2009 11:46 PM

There's an example of one in either Twilight Encounters, or Special Operations. I'll see if I can find it in a few hours and post it for all to see.

It's just a small one though, maybe a hundred or so military plus probably three times or more civilians outside the wire.

natehale1971 05-21-2009 11:52 PM

My group during our T2k campaign spent alot of time at their cantonment between the major adventures, and these mini-campaigns dealt with the extensive redevelopment and reconstruction of the surrounding the civilian communities as part of their 'heart and minds' policies. as soon as i find the notes i'll post them.

Slappy 05-22-2009 08:51 AM

While I agree that the core military area would be small, the area controlled by a catonment would have to be fairly large. One of the key reasons for the catonment system was to allow the military unit access to local food supplies and growing areas. The military would need to excercise control over a large enough area of farms to feed both themselves and the civilians working the farms.

I have always pictured a central military compound which was heavily dug in, walled, sandbagged, fields of fire cleared, etc. containing the essentials:
Base housing
Motorpool
Repair facilities
Armory and ammo storage
Food storage areas
Artillery positions
Mess area
Field hospital to the extent there was one
Command post
Animal pens / horse stables
Small parade ground
Some sort of recreation facility
This could be a village that was taken over and converted or something constructed in a relatively open area.

There would likely be either a civilian village or shantytown nearby providing local services not provided internally (simple handcrafts and "leisure activities", whatever that means to you, being the ones that come to mind).

From this base the unit would need to exert effective control over an area at least several miles around. The goal is to provide enough security to the remaining population that they could produce enough food to supply themselves and the military unit. This means preventing marauder raids, other military units moving into the area and local uprisings. Most basically you have a system of taxation in exchange for security. This can be mutually amenable or just a protection racket depending on the situation.

I expect that the unit would have roving patrols in the area and on roads potentially combined with smaller garrisons at key points. This depends on the size of the unit and the territory, but posting platoon sized units in key population centers and infrastructure adds additional security and provides for faster reaction to problems that crop up.

Depending on the friendliness of the situation, I would expect that local ORMOs or militia would also play a role. Modestly trained locals could provide rudimentary security, act as a sort of police force and attempt to hold marauders until a reaction force arrived. These could be largely independent or have assigned trainers/monitors from the catonment unit.

That's the wasy I've always seen it anyway. Of course local conditions will vary widely depending on any number of factors.

Adm.Lee 05-22-2009 11:09 AM

Would they need to have a civilian shantytown nearby? I wonder if they couldn't just move into an existing town/village and fortify that. The civilians there would be moved out (peaceably, I should hope) or allowed to live inside.

Using an existing town means the unit dosen't have to create infrastructure from scratch (water, power, etc.), and can concentrate on using buildings that already exist for quarters. And, ruins can be salvaged for repairs. What's left of the road & bridge network can be used, too.

Worst case, towns are already usually located where the water is-- streams, etc. No need to go get it.

I wonder if towns that were once castles and border forts would get preference? Those would already be in dominating terrain.

Abbott Shaull 05-22-2009 11:40 AM

If you have access to Free City of Krakow, look at the Krakow ORMO/8th Polish MRD position as they are located through out the City. Look at old Middle Ages Castles, old western forts, and firebases they would all be used in combination to control the Cantonment.

The Battalion-size would be hard press to hold. I thinking Brigade/Regimental size would be smallest unit that would have independent Cantonments.

The Cantonment would have one centralize base where most of the support units would work out of such as supply, maintenance, and such, could be set up like old military fort or Castle, except minus the surrounding walls. Many of these personnel would provide the 'Infantry' support for this base.

Then surrounding the 'Base' would be the smaller unit positions. If it was Divisional Cantonment, the Brigades would have smaller version of the one occupied by the Divisional HQ/Support units.

Then spread out from these the Battalions/Squadrons would set various firebase to control the country-side. Their may be one Company size firebase for a 'local reaction force'. The rest of the Companies would have Company HQ, Platoon HQ, and Squad level check points they are responsibility for. Rotate the Company that is reactionary force.

Just some thoughts.

6355675

Legbreaker 05-23-2009 08:17 AM

Quote:

Originally Posted by Legbreaker
There's an example of one in either Twilight Encounters, or Special Operations. I'll see if I can find it in a few hours and post it for all to see.

And here it is....

http://img.photobucket.com/albums/v4...Cantonment.jpg

MAP DESCRIPTION

Although a military cantonment area covers miles of outlying fields, dwellings, and guard posts, a central encampment constitutes the administrative hub of the organization. The map shows atypical central encampment with its associated civilian quarters.

A. Administration Building: This is the main headquarters building of the unit. It has a large central reception area with five or six desks for clerks and a telephone switchboard. The interior of the building is subdivided into a number of offices and conference rooms, as well as a suite of rooms dedicated to radio transmitters and receivers, decoding machines, and a radio direction finder.

B. Barracks: Each barracks is the home for 20 to 30 soldiers. Soldiers are quartered by unit, with several private rooms occupied by senior NCOs, and two or three large rooms with bunks for the privates. Officers are housed separately. Each barracks building will have 15 to 20 men asleep late at night. Seldom will more than three or four (roll 1D6) off-duty men be present at other times. Individual units are housed as follows:

BO: Officers' quarters.

B1: 1st Infantry Company.

B2: 2nd Infantry Company.

B3: 3rd Infantry Company.

B4: 4th (Weapons) Infantry Company.

B5: Vehicle crews (part).

B6: Artillery gunners.

B7: Medical personnel and remaining vehicle crews.

C. Motor Pool: All of the unit's remaining armoured vehicles are parked here, with many of the motor transports as well. Four or five vehicles will usually be in the maintenance shed undergoing repair. Ten driver/mechanics work here most of the time during the day, along with 10 civilian labourers. Two armed guards always stand at the gate, with one in the maintenance shed and one more walking the fence. The fence is two layers of chain link with barbed wire on the top. The area between the two fences is mined, with a mine density of 0.5 per grid square.

D. Grain Silo: This is a large grain silo with a corrugated metal shed attached. It is always partially full of bulk grain waiting to be ground at the flour mill. The metal shed houses a mechanical conveyor belt used to move the grain to and from trucks. Seldom is anyone working near the grain silo except when active loading is taking place.

E. Barns: The cantonment has two barns the larger one houses about 40 horses, although many of these are usually in the connected pen. The smaller barn has 20 dairy cows. Two civilian workers are usually in each barn during the day. There is a 50-percent chance (roll 1-3 on 1 D6) of an officer being in the barn caring for his own riding horse.

F. Fields: The edges of several outlying fields are visible on the map. These are usually covered with stubble in the fall and winter, and are only plowed immediately prior to planting. Standing crops cover them in the late spring, summer, and early fall. Crews usually work in the fields during the day during plowing and harvest, and teams of boys and girls are often used to weed the fields while the crops are ripening.

G. Livestock Pens: The livestock pens and their small attached shed house various numbers of sheep, pigs, and poultry. One civilian worker usually tends or works nearby each pen during the day.

H. Hospital: This is a small hospital with two wards, an operating theatre, and an attached clinic for treating the civilian personnel who live in and near the encampment. Six to eight medical personnel are usually on duty during the day and two at night.

I. Ammo Bunkers: Each of these concrete bunkers is sunk into the ground so that the roof is only one or two feet above ground level. The earth has been excavated away from their front, and the front of each bunker has been further reinforced with sandbags. Each bunker holds a selection of small arms, small arms ammunition, mortar and artillery rounds, grenades, and bulk explosives. No one is ever on duty in the actual bunkers.

J. Mess Hall: This is a large central cafeteria with an adjoining kitchen facility, plus a separate room for the officers' mess and a small private dining room. Eight kitchen personnel are usually on duty here during the day and an armed guard at night.

K. Slaughter House: This is a large facility used to slaughter cattle and dress meat. A large cattle pen and small refrigeration plant are attached. Six civilians work here during the day, and an armed guard is present at night.

L. Flour Mill: The grain grown by the community is ground to flour here. Bagged flour is stored in an attached shed. Six civilians work here during the day, and an armed guard is present here at night.

M. Large Still: This is a large, fixed still (as described in the basic game) used to make fuel spirits out of cellulose waste from the flour mill and the wheat fields. The alcohol distilled here is pumped into the storage tanks at site N described below.

N. Fuel Depot: The four large raised alcohol tanks here each hold 500 gallons of alcohol. Gravity feed hoses with vise clamps are attached to the bottom of the tanks and are used to fuel vehicles. Two civilians work here during the day.

O. Generator: The corrugated metal shed houses a large, alcohol-fuelled generator that supplies the entire compound with electricity. At least one civilian worker is always on duty here maintaining the generator.

P. Fuel Truck Hardstand: This is a large, square depression, with the north side gradually sloped to form an entry/exit ramp. The floor of the depression is covered with pierced steel plating.

Q. Laundry: Several large, open fires are used to heat water for the laundry. The laundry proper is staffed by 12 civilian women during the day.

R. "The Kremlin": This is a two-story, irregularly shaped, leaning building of remarkable architecture and design. It is built of corrugated metal, logs, timber, bricks, and anything else the owners could scrounge up. It is amazing that it manages to stay standing at all. During the day it is quiet, with the owners and staff asleep upstairs. At night the bottom floor is a low-ceilinged, smoke filled, noisy tavern that caters to the Soviet servicemen. There is some live entertainment, and the upstairs rooms are used to consummate sudden romances which develop between the patrons and staff.

S. Shantytown: This section of the cantonment is where the civilian workers, their families, and the various camp followers live. It is a confusing maze of cramped alleyways lined with tin and tar paper shacks. The inhabitants scratch out a living on the bare edge of survival, beset by poverty, crime, and disease.

T. Towers: Guard towers are spaced at intervals along the perimeter security fence. About half the towers have armed guards at any given time.

U. Gate: Each gate, including the one between Shantytown and the main camp, is guarded at all times by an armed soldier.

Soviet Garrison: The guards on duty at any given time are provided by one company of infantry. The other troops will be training or off duty during the day, in barracks or shantytown during the evening, and asleep in barracks after midnight.

HQ SECTION
· Two Veteran NPC officers with Makarovs.
· Eight Experienced NPCs with AKMs.

VEHICLE CREWS
· 10 Experienced NPCs with AKMs.
· 20 Experienced NPCs with Makarovs.
Vehicles include one T-90, one BMP-3, one BTR-70, one BRDM-3, 10 five-ton trucks, six three-quarter-ton trucks, and four UAZ-469s.

ARTILLERY
Howitzer Battery
· 10 Experienced NPCs with AKMs and one D-30 howitzer.

Mortar Battery
· 10 Experienced NPCs with AKMs and one 120mm mortar.

MEDICAL
· 10 Experienced NPCs with Makarovs.

INFANTRY
· 1st Company, 1st Section
Eight Veteran NPCs with AK-74s.
One Veteran NPC with an RPK-74.
One Veteran NPC with an RPG-16 and a Makarov.

· 1st Company, 2nd Section
Eight Veteran NPCs with AK-74s.
One Veteran NPC with an RPK-74.
One Veteran NPC with an RPG-16 and a Makarov.

· 2nd Company, 1st Section
Eight Veteran NPCs with AK-74s.
One Veteran NPC with an RPK-74.
One Veteran NPC with an RPG-16 and a Makarov.

· 2nd Company, 2nd Section
Eight Veteran NPCs with AK-74s.
One Veteran NPC with an RPK-74.
One Veteran NPC with an RPG-16 and a Makarov.

· 3rd Company, 1st Section
Eight Experienced NPCs with AK-74s.
One Experienced NPC with an RPK-74.
One Experienced NPC with an RPG-16 and a Makarov.

· 3rd Company, 2nd Section
Eight Experienced NPCs with AK-74s.
One Experienced NPC with an RPK-74.
One Experienced NPC with an RPG-16 and a Makarov.

· 4th Company, 1st Section
Two Experienced NPCs with PK machineguns.
Three Experienced NPCs with AKMs.

· 4th Company, 2nd Section
Two Experienced NPCs with PK machineguns.
Three Experienced NPCs with AKMs.

· 4th Company, 3rd Section
Two Experienced NPCs with AGS-17
Three Experienced NPCs with AKMs.

· 4th Company, 4th Section
Two Experienced NPCs with AT-4s.
Three Experienced NPCs with AKMs.

Abbott Shaull 05-23-2009 11:05 AM

Looks good.

Raellus 05-23-2009 07:17 PM

In order to determine what a cantonment would look like, it's helpful to start with why cantonments exist in the first place.

In a nutshell, canon implies that cantonments were developed due to:

1. Low troop concentrations. Due to a variety of factors (attrition, lack of replacements), late in the Twilight War, a continuous front could no longer be maintained.

2. Need for units to produce their own food. As modern industry and transportation systems broke down, whole divisions found themselves needing to grow their own food (and fuel).

3. Distance and available motor transportation. In the modern world, with helicopters and STOL capable transport aircraft, a division or RCT can "cover" hundreds of square miles. It's still pretty incredible how much territory a division is asked to control in Iraq and/or Afghanistan. In the Twilight world, with few aircraft serviceable/available, and fewer trucks, this area would be shrunk down to a couple dozen square miles.

So, in order to become relatively self sufficient from a supply standpoint and for defensive purposes, cantonments were developed.

The "look" of the cantonment would also depend on unit size.

A divisional cantonment would be based around a large town or small city. The divisional HQ, along with its various attached support units, would be based in the central settlement. The division's component regiments would then take up positions in surrounding towns and villages. The division's artillery would be established in "firebases" (discussed elsewhere) which would be distributed in a couple of key locations so as to cover the area of the entire cantonment (or as much of it as possible) with defensive fires.

I would imagine that the whatever combat AFVs the division possesses would be maintained centrally to act a mobile counterattacking force or to be concentrated for raids on enemy cantonments. It wouldn't make much sense to disperse the AFVs around the cantonment's perimeter. Defensively, AFVs are used to defend against the enemy's AFVs. The division's infantry formations would have their own AT weaponry so they could hold off an attack until the mobile reserves could arrive.

Rifle companies would rotate between garrison duty in the cantonment's various settlements and firebases and performing patrols and such.

Abbott Shaull 05-23-2009 08:51 PM

Quote:

Originally Posted by natehale1971
My group during our T2k campaign spent alot of time at their cantonment between the major adventures, and these mini-campaigns dealt with the extensive redevelopment and reconstruction of the surrounding the civilian communities as part of their 'heart and minds' policies. as soon as i find the notes i'll post them.

Yes that what a lot of units would do. I see almost every Division and higher HQ having a unit of 36-90 men who would be out on patrols like this. Much like the Special Forces or SAS. Who would go out in 6 to 12 man patrols, on these patrols they would talk to the locals and if they found a need would pass it up their chain of command to help them.

Such as if a building needing repair or something that a engineering unit can help, they would show up to help.

natehale1971 05-24-2009 12:40 PM

One of our mini-adventures had the PCs dealing with the construction of a series of clinics that where seen as being something similar to 'battalion aide stations' throughout the area that the division was assigned. Each of these clinics where manned by a combat field medic supervisor (SGT or SSG), combat field medic specialists (actual medics with the rank of SPC or SGT) and combat field medic technicians (the technicians where combat lifesavers with the rank of PFC). these clinics where then overseen by a team of medical officers (doctors, nurses and physician assistants)...

Raellus 05-24-2009 02:47 PM

I forgot to make mention of the civilians. The local civies would play an important role in the cantonment system. They would help in the planting and harvesting of crops, brewing of fuel, washing and mending of uniforms, reloading of spent brass (where the appropriate machinary and military grade are available), building of defensive works, etc.

In exchange, the occupying military would provide protection and law enforcement, medical care, training for the local militia, technical and engineering support, etc.

This exchange of labor/service for military protection is very much like the feudal system of the early Middle Ages. I like to call it neo-feudalism.

This is all in theory. Civil affairs and psyops would become crucial to winning the locals' "hearts and minds". If occupying troops behave badly or fail to reciprocate the effort and service of the local civilians, things could get ugly.

natehale1971 05-24-2009 04:06 PM

Quote:

Originally Posted by Raellus
I forgot to make mention of the civilians. The local civies would play an important role in the cantonment system. They would help in the planting and harvesting of crops, brewing of fuel, washing and mending of uniforms, reloading of spent brass (where the appropriate machinary and military grade are available), building of defensive works, etc.

In exchange, the occupying military would provide protection and law enforcement, medical care, training for the local militia, technical and engineering support, etc.

This exchange of labor/service for military protection is very much like the feudal system of the early Middle Ages. I like to call it neo-feudalism.

This is all in theory. Civil affairs and psyops would become crucial to winning the locals' "hearts and minds". If occupying troops behave badly or fail to reciprocate the effort and service of the local civilians, things could get ugly.

I can see Civil Affairs and Psyops personnel assigned all the way down to the Battalion Level in such a setting. While they might not be a large section (possibly about 12 men and women if that large), they would end up becoming very important in the 'hearts and minds' aspect of the Cantonment system.

Abbott Shaull 05-24-2009 09:23 PM

Quote:

Originally Posted by natehale1971
I can see Civil Affairs and Psyops personnel assigned all the way down to the Battalion Level in such a setting. While they might not be a large section (possibly about 12 men and women if that large), they would end up becoming very important in the 'hearts and minds' aspect of the Cantonment system.

Well I chose 90 men, so as to have multiple patrols on rotations. Some would be back in training, and they would run their own school that would train new members. Also you would mobile team, that would be used to take patrols out to areas for patrols.

Also there would be Long Range Recon Patrol/Ranger Company assigned into patrols. Again on paper their were still Companies assigned to the Light Infantry/Airborne/Air Assault, but they were National Guard/Reserve units. Many combat arms units sent their people regularly to Ranger Training, for leadership training. This unit would also run their own school too.

These two units serve very distinct purposes. The one unit would be Heart and Minds unit, while the other unit would be hush-hush unit that moves about without others knowing. Or you could combined them both.

Some options.

natehale1971 05-24-2009 11:13 PM

Quote:

Originally Posted by Abbott Shaull
Well I chose 90 men, so as to have multiple patrols on rotations. Some would be back in training, and they would run their own school that would train new members. Also you would mobile team, that would be used to take patrols out to areas for patrols.

Also there would be Long Range Recon Patrol/Ranger Company assigned into patrols. Again on paper their were still Companies assigned to the Light Infantry/Airborne/Air Assault, but they were National Guard/Reserve units. Many combat arms units sent their people regularly to Ranger Training, for leadership training. This unit would also run their own school too.

These two units serve very distinct purposes. The one unit would be Heart and Minds unit, while the other unit would be hush-hush unit that moves about without others knowing. Or you could combined them both.

Some options.

I had thought of the Civil Affairs and Psyops as being a small team dedicated to working with the local populance in keeping them 'on our side' by propaganda (Psyops) or overseeing the 'hearts and minds' reconstruction (civil affairs) projects. I haven't been able to get my friend who works PsyOps to help with with coming up with the Civil Affairs/PsyOps section for the Battalion level... so I'll see what he can tel me. :)

Abbott Shaull 05-26-2009 12:01 PM

Also in many of the Cantonments, you would have what is left of the local militia, that would supplement the units forces too.

headquarters 05-26-2009 12:37 PM

hey!
 
I like to call it neo feudalism too !

Quote:

Originally Posted by Raellus
I forgot to make mention of the civilians. The local civies would play an important role in the cantonment system. They would help in the planting and harvesting of crops, brewing of fuel, washing and mending of uniforms, reloading of spent brass (where the appropriate machinary and military grade are available), building of defensive works, etc.

In exchange, the occupying military would provide protection and law enforcement, medical care, training for the local militia, technical and engineering support, etc.

This exchange of labor/service for military protection is very much like the feudal system of the early Middle Ages. I like to call it neo-feudalism.

This is all in theory. Civil affairs and psyops would become crucial to winning the locals' "hearts and minds". If occupying troops behave badly or fail to reciprocate the effort and service of the local civilians, things could get ugly.


Targan 05-26-2009 09:39 PM

Quote:

Originally Posted by headquarters
I like to call it neo feudalism too !

I think a lot of people would describe it as neo feudalism because that is what it is.

Abbott Shaull 05-27-2009 08:20 AM

Quote:

Originally Posted by headquarters
I like to call it neo feudalism too !

I think this is what the creators of Twilight:2000 were leaning to in many aspects of the game. In their European setting you seen in a few places, in the Howling Wilderness you seen too, I wish they had done some modules for Korea, Japan and China. You would see feudalism big time in China to fill the void.

Just some thought

Trooper 05-27-2009 10:35 AM

Brigade cantonment should be quite large. In my games cantonment is basicly an area where larger military unit would provide security for food and other products. Platoon for village or company for county. About 3/4 of troops should be in security or reconstruction duty. Rest of the unit (with IFV and APC) should act as an "firebrigade" and also provide security for unit warehouses and other facilities.

In preindustrial Russia (1700-1800) military units usually didn't had any barracks. For infantry regiment they needed cantonment with 22 000 inhabitans. Cavalry regiment required 60 000 "souls" to support it!

Abbott Shaull 05-27-2009 01:54 PM

How big were these Regiments?

Trooper 05-27-2009 02:24 PM

Quote:

Originally Posted by Abbott Shaull
How big were these Regiments?

1200 men or 1200 dragoons in cavalry.

Abbott Shaull 05-27-2009 03:33 PM

Seems like a lot of people to support a Regiment.

Slappy 05-27-2009 03:40 PM

This is about 20:1 for the infantry regement. That means that 5% of a household's output was going to the unit. Probably fair to call it 5-10% as the soldiers were living better than the average russian. This sounds pretty reasonable for peacetime. I would be offended if this were a special assessment or a cossack showed up to use my spare bedroom, but it's in the ballpark of what I pay as a US citizen to support the military today. In the T2K world where there is a much higher premium on security I could see people willing to pay a much higher percentage. 1:10 might be a better ratio there, but beyond that you just can't support it. There is only so much surplus food production possible without modern fertilizer and petrol.

Littlearmies 05-27-2009 04:39 PM

A Cantonment is defined as "a temporary or semi-permanent military quarters. The word cantonment is derived from the French word canton meaning corner or district. In Southern Asia, the term cantonment also describes permanent military stations. Cantonments can be found in Bangladesh, India, Pakistan, South Africa, Ghana and Sri Lanka. In United States military parlance, a cantonment is an essentially permanent residential (i.e. barracks) section of a fort or other such military installation. See, for example Fort Hood."

Now obviously given the broadest use of the term it can mean any quarters taken up by the military for more than a short period - so winter quarters would be an obvious usage. But essentially any unit (of whatever size) that set up home in a village would be in cantonment - at least that is how read it.

The campaign I ran when at school led to my group (a mixed bunch of REMFs who had escaped Kalicsz in an ambulance and a Humvee) evicting the Soviet marauders from Niepolimice and then settling down there. They took over a couple of empty properties and renovated them (which required some scavenging trips), planted food (more scavenging and trading for seed and livestock), trained the local militia, established links with the outlying farms and nearby villages and helped the villagers establish craft industries. The principle strategy was similar to the one ISAF is attempting to apply in Afghanistan - provide security and employment so local people are confident enough to settle in the villages, once the area around the village is secure then expand the process to the next village like an inkblot spreading on the page. They didn't run the village but needed to co-operate with the locals to achieve what they wanted.

I saw the Krakow ORMO as simply the same thing writ large - in my campaign the players co-operated with the Krakow ORMO by providing a network of villages and farms linked by radio net - these reported what strangers they saw to each other and co-operated with one another to deal with threats. The area between the villages became more secure as a result, which encouraged people to move back, which made the area more secure in a kind of virtuous circle. Essentially they provided security to to the area East of Krakow for the ORMO relieving some of the pressure caused by the refugees on Krakow. My team also traded with the ORMO by producing large quantites of fodder beet for use by the draft animals in Krakow in return for a large still (the large still allowed greater efficiency in producing fuel, which in turn allowed some more processing of food). Each improvement in safety and quality of life in turn led to a small increase in the population of Niepolimice, which led to more recruits for the militia, and hence slightly improved security.

It was good fun.

Rainbow Six 05-28-2009 07:13 AM

Littlearmies, that sounds like a very interesting campaign you had going there...

Raellus 05-28-2009 04:14 PM

Agreed. I like local reconstruction campaigns where not all of the focus is on combat. Unfortunately, in my PbP experience, other players start dropping out once the shooting stops for too long.

Abbott Shaull 05-28-2009 08:09 PM

Yeah, I think that was suppose to be the focus of the game, the shooting war was sub-plot...lol

For the group to find a place to help rebuild.

Littlearmies 05-30-2009 04:21 PM

Quote:

Originally Posted by Raellus
Agreed. I like local reconstruction campaigns where not all of the focus is on combat. Unfortunately, in my PbP experience, other players start dropping out once the shooting stops for too long.

Well actually there weren't many times when the shooting stopped for that long - after their initial takedown of the marauders there was a period where the players had to persuade the locals that they weren't going to simply take the place of the men they had killed, then persuade them to buy into the general plan.

Then the first real test was to take care of a large group of marauders drifting towards Krakow which involved sneaking upto and destroying a tank and a big battle. There were several adventures which related to finding pieces of equipment or cattle (they had decided they were going to build up a dairy herd and sell the excess milk to Krakow - this required dairy cows, milking equipment, generator etc - finding milk bottles was an issue as I recall). Some of these resulted in combat but mostly it was scavenging or trade.

I remember the big moment for them was buying a large still from Krakow and then persuading other villages to send their excess materiel for distillation (the players gave the people bringing in material a bigger return in fuel than they could get from small or medium stills and kept a percentage of the fuel for themselves) once they had this happening they had enough materiel to keep feeding the large still. The fuel from this enabled them to bring more processes back online.

It was good fun - before the advent of the net I had to go and search the library for books on all kinds of odd things which I rather enjoyed. i'm sure there were vast holes in our logic for doing thngs but we enjoyed it.

WallShadow 06-12-2016 02:11 PM

Satellite/colony towns/outposts would also form an excellent trip-wire/potential flanking source for Krakow or other "civilized" population centers.
My enlargement of Krakow's operational footprint extends from the City's payment in ration chits. Volunteers for duty in one of the outlying bastions would be offered a bonus in chits; the ORMO "pioneers" would be fed from the military mess (no charge) and extra ration chits paid to provide for the volunteer's family or for purchasing local goods--a locally-made bicycle perhaps--and therefore stimulating the internal economy. The cost of the extra ration bonuses could be offset by a "donation" from the benefitting town to Krakow in payment for the services. By providing ORMO strengthening of the militia of the outlying towns, said local militia would gain experience (other than the experience of being trounced and massacred). The town would become more stable and secure, and (as mentioned above) lure more people to settle there to farm or start some form of business or industry.
Also, local militia members could be rotated through a stint in the Krakow ORMO, for similar purposes.

Apache6 06-12-2016 11:46 PM

Fort Cooper, a cantonment example
 
I've posted this before, reposted with minor upgrades.

Fort Cooper: Fort Cooper is named after SgtMaj Cooper, who was killed during the offensive that seized the area around the base. The base is built on a farm and is the cantonment of the Bde troops. It's home to Headquarters and Service Bn, an Engineer Co, and one firing battery of an Arty Battalion are based here. The Military Population averages 309. Non-Combat population is also about 300, though numbers are not as precise. The unit has been stationed here for over a year and is reasonably well liked by the locals. Several hundred other civilians are ‘employed’ aboard the base, mostly supporting food, fuel and laundry requirements of the forces.

-The outer perimeter is defined by a three strand barbed wire fence, inside of which a herd of goats are grazed (keeping fields of fire clear and providing milk and meat), a limited amount of concertina wire is used to block 2 covered avenues of approach. These approaches are also marked with mine signs and barbed wire fences (each has a 50-meter-deep marked minefield containing a mix of US M16 AP mines and Soviet POMZ-2 mines on trip wires and PMN-2 ‘toe poppers’ rigged for pressure detonation). The outer perimeter is roughly 1300m x 1100m.

-400 meters inside that is a 2 M deep x 2 M wide ditch, backed by a 1.5 M high earthen berm ~ 1 M thick at top, the enemy side of the ditch is protected by concertina wire.

- The corner of each outer berm has a strongpoint bastion, consisting of low machine gun bunkers which can place grazing fire down the enemy side of the berms, as well as a 3 – 4 M observation towers (The 2 at ECPs are bunkers built on ISOs, other 2 are concrete sewer pipes stood upright with firing slits cut). Each bunker has one HMG (a mix of .50 cal and Soviet 14.5 KPVs), and one MMG (mostly M-60s), a SVD ‘sniper rifle,’ a AK-74 with a 40mm grenade launcher (3d12+2 rounds), and a RPG-16 with 1d4+2 rockets. The MMG’s are positioned for grazing fire putting a Final Protective Fire on the enemy side of the berms (which is properly supported by the concertina fence). The HMGs are used to engage on principle directions of fire. Each of the strongpoints have 2 improvised claymore mines. The unit has one functional ground surveillance radar system, they sometimes use it for mobile operations, but more routinely place it on one of the corner strongpoints.

-The outer perimeter has 2 Entry Control Points (gates) integrated with the strongpoints on NE and SW corners. Both ECPs have obstacles that make approaching vehicles slow and turn while approaching. They also have buried fougasse charges that can be detonated from either the strongpoint or the main COC, creating a 4 m x 2 m deep Anti vehicle ditch and showering the approaches with literally tons of dirt/rocks/gravel. The charges are pre-buried, but the blasting caps are only installed during buried of high alert. There is a concealed tunnel that leads outside the fence line entered by the SE strongpoint (there are booby-trapped on EN side and half way in).

- 100m inside that is a second ditch and berm, which is slightly higher then the first. The natural hillock the Fort is built on causes the inner berm to be about 2 – 4 M above the outer berm. Inner perimeter is roughly rectangular, 300M x 100M. The second berm is heavily reveted and integrates a firing trench which allows the majority of the Forts personnel to “stand too” and fire out. Fireplan sketches are well developed and illustrated by fireplan sketches.

-Inside the outer berm is; the Ammo Supply Point (3 ISO containers dug into the ground) fuel farm (3 x bermed 20,000 gallon fuel bladders, 3 other spaces are just burned out remains). An HLZ (used as a sports field) and a ‘field gym.’ 6 gun positions (unit currently man: 2 155mm How, 2 D-30 122 mm, a BM-21 MRL, and a Soviet 120mm Mortar), vehicle parking, vehicle maintenance area (including a Machine Shop Trailer and 8 ISO containers of parts/POL), Antenna Farm, the main generator pit (4 60KW generators, 2 of which reliably work), There are several latrines (the human waste is spread on the fields) and a shower tent (the grey water is pumped into the fields). A burn pit, and a marketplace (including a laundry/tailor shop, barber shop, Tattoo parlor, a couple of loot/trinket/pawn shops, a Coffee/Tea/cigar shop…) a corral for the goats, a pigsty and chicken coops.

- The inner perimeter/berm is roughly 125M by x 300M and has a single vehicle gate (at NW corner) and an additional personnel gates (SE corner). Inner perimeter is normally open but can be closed and secured. Again, there are hardened positions at each corner, but they are not equipped with dedicated heavy weapons.

-Inside the inner perimeter is the Command Post (the old brick farm house where the day to day admin is done. The Combat Operations Center is adjacent and consists of a buried/sandbagged bunker) with 2 5KW backup generators). There is a high quality remote control day/night camera mounted on a 22m mast that feeds into the COC, this camera has good line of sight and can spot vehicles about 10km away, personnel up to 3km (roughly half as far at night).

-Also inside the inner perimeter is, the aid station, the galley and mess hall, armory, heads and showers. The Fort’s water point is feed by a well. There is a smaller supply area for food located inside the inner perimeter. There are billeting tents and shanties. There were originally 24 neatly laid out billeting tents, protected to 1.3 M with sandbags, and equipped with 20 cots @, 5 have since burned or been destroyed by enemy fire. Many of the troops sleep in bunkers or around their work areas.

- The inner vehicle ECP at the NW corner of the inner perimeter is topped by a bunker that sits about 10 m above the plain and has good line of sight. This position is armed with a .50 barret sniper rifle, a AGS-17 AGL, and an AT-5 ATGM with 4 missiles.

The unit has many more vehicles then they can operate/fuel, several of them have been stripped for parts. A non-functional T-72 tank is set in a dominant position. It's highly visible and the 14.5mm AAMG and the coax works, but the engine and main gun were sabotaged by the crew when they abandoned it. The BMP-2 is made to look non-functional.

The absolute minimum manpower that will be left to protect the cantonment is 32: organized into 4 fire teams assigned to the 4 outer strongpoints (manning two MGs each), 5 people on the Howitzers, 3 pax at the COC, 4 in the bunker in the inner perimeter, and 8 man react squad (mounted in a BMP-2 w 2 AT-5 missiles).

Bde Commander: Col Suntar: Is the brigade commander, he’s a decent man and a good tactician, extremely demanding of his subordinates. Not loved, but respected as he’s provided security and guidance. SgtMaj Hicks is a tired veteran who is trying to get as many of his people home as possible. Personnel Security Detachment: Led by Lt Costello (his Adjacent/aide), consists of 7 men, normally ride in 2 'armored' HMMWVs reinforced with 'hillbilly armor cut from knocked out BTR-70s, equipped with 1 .50 cal and 1 Mk19. Each vehicle is well equipped with radios, NVGs and cammo nets. Four men will normally stay with vehicles, while Lt Costello and two hulking NCOs dismount with the CO, and SgtMaj Hicks.

Chaos Battery: Capt Nung, commands the Artillery Detachment, which currently musters 32 men. They have 4 functional M-198 towed 155mm How but are short on rounds (21 HE rd, 14 HE DP, 2 FASCAM ADAM, 8 WP, 4 beehive/canister), 1 BM-21 truck mounted rocket launcher (129 HE rockets, 28 scatterable mine rounds), 3 122mm D-30 howitzers (388 HE rounds, 104 Smoke rd), and 4 120 Soviet Mortars (with 800 HE and 100 Illum rounds). The crews are very well trained on M198. Preference is to employ the D-30s if in range, since they have captured plenty of ammo. The BM-21 is reserved for area targets. The 155mm DP rounds particularly will be reserved for armored targets only. They have a scout survey hardback HMMWV w Mk19 (5 men), a FDC carried in a HMMWV van (5 men). 2 5tons (each with a .50 on ring mount) haul the M198 howitzers and seven man crews, one will always man the .50). The BM-21 has 3-man crew. 2 additional 5 tons, one with .50 cal on ring mount haul D-30s and their ammo.

Digger Co (Engineers): The Co musters 40 effectives organized into a 4 man HQ, two Engineer ‘Plts’ (1st Plt has 16, and 2d Plt has 11 men) and a 9 man equipment ‘Platoon’ who operates heavy equipment, generators, water pumps and showers. Each of the squads has a couple of men who can work a dozer. The EOD SSgt has proven his worth at recovering explosives from dud ordnance and making improvised mines and explosives.

If encountered on the road, they will be led by the M113, followed by HMMWV, M-88, dump truck towing machine shop trailer, the tractor trailer (carrying armored bulldozer). The trail vehicle will be 1st plt in the Dump Truck with mounted M60. All vehicles are heavily worn and loaded. Packs and dufflebags hang from the sides. The unit will appear on the ball with every weapon manned by alert gunners and watchful eyes all around.

-2nd Plt (11 men) is mounted in a M113 with a Mk19 w gunshield, it is towing a line charge trailer with a line charge and rocket. A SSgt is the Plt Cmdr. He has vehicle crew (driver and gunner) and 2 4 man squads. In addition to small arms, they are equipped with a RPG-16 and 6 rockets, 4 men including a rocket man will normally be up and out the back hatches.

-The Company HQ drives in MRC 145 radio vehicle that has been ‘up-armored.’ They tow a ½ ton trailer with EOD tools, a camp stove, water purifier, water pump and NBC decontamination senator (more often used to provide field showers). The HQ consists of the Commander (1stLt (a brilliant young Engineer Officer, who also happens to be a 24 year old cute/petite lady, M4/M9), the 1stSgt (wise and grizzled old SNCO, M14 & .45), an EOD SSgt (caustic sense of humor, annoying, but brave and effective tech, M4 & M9) and the Medic (SP4, Ak-74, 9mm, medic bag). They have one AT-4 rocket.

-1st Plt (16 men) is mounted in a dump truck whose cab has been armored. The dump body provides decent protection for soldiers riding inside. An M-60 with gun-shield is mounted behind the cab. The truck is pulling a 1 ton trailer cargo trailer, overloaded with a wide range of engineer tools and limited class IV. The platoon is led by a Staff Sergeant, he has 3 4 man squads, the vehicle has a dedicated driver (whose left leg was amputated by a mine) and gunner/mechanic. They also have a dog handler with a mine dog.

- The Equipment Plt has a 5 ton truck dump truck with improvised cab armor, which hauls a machine shop trailer with a 20 KW generator. It’s bed is crammed with spare parts, POLs, tools and materials. The Driver is an excellent mechanic (M-3 grease gun), his A-Driver is a MSgt Equipment Maintenance Chief who is responsible for fabricating the units up-armored vehicles (including his favorite; Godzilla) M203, .357 magnum revolver. The MSgt's "war wife" is a plain looking but friendly 31 yr old Polish woman, who rides in the vehicle and has a AKR SMG.

-M-88 ARV w .50 MG (2 man and one female crew). They are protecting/have 'adopted' a 7 year old refuge boy and his German shepherd who rides with them in the cab. One of the crew members is a very experienced welder.

-A “tractor rough terrain articulated medium (TRAM)" (a large rubber tired forklift capable of switching out the forks and replacing them with a ‘bulldozer and loader blade.”) with improvised armor which does double duty as both a fork lift and front end loader. The rubber tires have been filled with foam, two spare tires (also filled with foam are carried on roof). The operator is armed with SMG version of the Ak-74).

-Godzilla: A D-7 bulldozer that has been up-armored. It has armor plates and RPG cages around engine and driver compartment. The driver compartment has firing ports that allow the operator to employ his M3 SMG from inside. It has two smoke grenade launcher systems installed, one is used for screening smoke, the second is loaded with 12 “HE grenades” that will deploy in a 180’ arch 30m in front of the vehicle. A flame-thrower has been installed (50m range, 1d4+3 shots) mounted to engine cowling, the operator aims it by turning the vehicle. The back end has a ripper (which has proved very useful against fortifications). The blade has proven to be very effective ‘spaced armor’ and has taken 3 RPG hits creating only minor holes. They have a tactic of employing 55 gallon barrels full of improvised explosives which are fired by a 2 min time fuse after the vehicle places the charge.

-A single tractor trailer, with improvised armor on cab and a AGS-17 grenade launcher (but only 30 rounds) on ring mount and low boy trailer, remains operational to transport the HE. It will either be used to carry Godzilla to an Assault Position, or one or two of the other pieces of kit to work sites (it can carry one Dozer and one backhoe at a time or both backhoes, but not both dozers). It’s also been used to carry supplies and lumber. It's normally carries three men (driver, gunner/VC (female), and Godzilla operator).

-2 standard D-7s dozers (one is NATO three color camo, one Caterpillar yellow) and two backhoes are also available.

They have 2 M19 non-metallic mines, 13 M21 AT mines, 25 recovered Soviet TM-6 AT mines, 12 improvised claymores, 46 POMZ-2 (grenade on a stick) mines, and 36 improvised ‘toe popper’ mines (built in tuna fish cans). They have 5x82mm, 1x122 mm, 1x155mm HE, and 20 DPICM submunitions duds (for use in making IEDs). As well as a 40# shaped charge, 240# of various military explosives, 120# of HME. They have a reasonable amount of blasting caps and time fuse, though they are short on detonating cord.

Draq 07-24-2016 08:37 PM

I was thinking a truck stop/motel/diner in some rural area of a state. Perfect place to set up a HQ/cantonment, if you can win over the local farmers. Garage, kitchen, quarters, scavenge any nearby towns, Set up some training grounds and defenses, and start preparing for your next battle with mexican forces/new america/raiders/soviet-cuba, etc...

WallShadow 07-25-2016 05:00 PM

Quote:

Originally Posted by Draq (Post 71692)
I was thinking a truck stop/motel/diner in some rural area of a state. Perfect place to set up a HQ/cantonment, if you can win over the local farmers. Garage, kitchen, quarters, scavenge any nearby towns, Set up some training grounds and defenses, and start preparing for your next battle with mexican forces/new america/raiders/soviet-cuba, etc...

While not quite T2K canon, CarWars in its "little black box" incarnation had a supplement named "Truck Stop" with quite a few matching points to your description.

unkated 12-19-2016 12:49 PM

To my mind, part of what makes this a cantonment area is the area part.

In addition to a service/support arms base like Ft Cooper above (excellent job, BTW), the surrounding area would have 4-6 Mech infantry or armored battalions (the rest of the brigade) set up with a similar base, spread out 2-10 km away. Each would be surrounded by farm areas, probably set up in conjunction with a village to provide civilian labor in exchange for security. Each would patrol a sector stretching further out. The area will have an organized commo net, radio or perhaps wire.

Each base, in addition to seeing to its own security, can send its on-call team/platoon to nearby bases if needed, fairly quickly.

Some units, like AT or AA battalions, may be detached to provide their functions spread among the bases.

Over the course of the growing season, each unit may rotate vehicles (or other large or sophisticated pieces of equipment) into the brigade center for better/more extensive maintenance or repair.

A division sector would have 2-4 of these brigade base rosettes, controlling an area 30-75 km in diameter.

This provides an area of security and spreads out the support requirements (food & fuel production) across a larger area to avoid stressing anywhere in particular.

This works fine against small threats - groups of marauders or enemy patrols, but for larger threats, the outer patrols should find large units in time to order a consolidation of the brigades into effective units.

Or at least, that's how I see it.

Uncle Ted

Draq 12-21-2016 04:51 PM

This deserves to be a PDF with images. Exactly the kind of cantonments that come to mind.

rcaf_777 12-23-2016 12:10 PM

4 Attachment(s)
Quote:

Originally Posted by natehale1971 (Post 8597)
US Army Base Camp Purgatory (US Army Europe, UNITED STATES EUROPEAN COMMAND)

What do you think of these

Enclave Entrance
Camp Purgatory Tents
Camp Purgatory Front Gate
Camp Purgatory Front Gate Sign

Draq 12-23-2016 12:49 PM

Ooh yes thank you


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