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Old 02-09-2015, 09:51 PM
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RandyT0001 RandyT0001 is offline
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Default MP Training - Formations, Movement and Tactics

Leaders of MP teams receive training in tactics sufficient to negate the -10% penalty for untrained skill checks. Other MP personnel can choose tactics as a skill from basic (Core) MP training. Tactics can be used to augment initiative. It seems that all MP personnel are given some rudimentary military training concerning formations, movement, fields of fire, etc. How extensive is that training for your MP world and what does it include?

For my game I assume that they know the three different formations: line, column, and file. (Are there others?) The individual members of the team know their assigned field of fire for each formation. The team uses traveling, overwatch, or bounding overwatch techniques for movement. They know how to conduct a patrol, use a scout/point man, and maintain a tactical reserve while dispensing maximum firepower. They know how to set up a base of fire and an attack element to assault a positon. They know how to set up a perimeter defense. They are trained in retrograde actions and how to break contact. Finally, they know how to set up an ambush and how to counter an ambush if they are caught in one.

The team recieves training similar to basic infantry training. However, this "military" training is between Dale Dye's "Warriors, Inc." and actual US Army / Marine training.

I have never been in the military therefore if I have overlooked an essential element in this training please tell me so I can include it.

Comments, suggestions?
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Old 02-10-2015, 02:30 PM
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Originally Posted by RandyT0001 View Post
Leaders of MP teams receive training in tactics sufficient to negate the -10% penalty for untrained skill checks. Other MP personnel can choose tactics as a skill from basic (Core) MP training. Tactics can be used to augment initiative. It seems that all MP personnel are given some rudimentary military training concerning formations, movement, fields of fire, etc. How extensive is that training for your MP world and what does it include?
For game purposes I would simply use it as one of two things. First, as you mentioned in skill checks. Second, so the PD can give the player a second chance if they decide to do something monumentally stupid; something someone with training would know not to do.
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For my game I assume that they know the three different formations: line, column, and file. (Are there others?)
The two man buddy team is the smallest infantry maneuver unit. One can advance or retreat while the other covers with supporting fire.

The Wedge. The smallest wedge is the four man fire team. Team leader is the Point. (The U.S. Army doesn’t put an minimally trained infantry private at the front of the formation) Leaders up front. An Infantry squad shakes out to between three and four fire teams depending upon the type of Infantry unit. (Light, Mechanized, Airborne). The Squad Leader can be leading in the very first Team up front, or may be in the middle of the formation to extend the most command and control.

It doesn’t really mean much in the Morrow Project because the team will have between 4-6 personnel. Not enough to attack, marginal on defense, and best option is to break contact in any engagement.

I wouldn’t want to be ambushed by a MP team because of the firepower a team could have. There just isn’t enough for a dedicated attack or raid to have overwhelming manpower (3-1 advantage minimum), a base of fire (Machine gun team, minimum) a command element, a medical element, and a reserve to commit on breakthrough to extract your people if it all goes bad.

Defense. An Infantry platoon has 3-5 squads, and is typically responsible for 100 meters of front per platoon in close terrain like swamps, jungle, and temperate forests.
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The individual members of the team know their assigned field of fire for each formation. The team uses traveling, overwatch, or bounding overwatch techniques for movement. They know how to conduct a patrol, use a scout/point man, and maintain a tactical reserve while dispensing maximum firepower. They know how to set up a base of fire and an attack element to assault a positon. They know how to set up a perimeter defense. They are trained in retrograde actions and how to break contact. Finally, they know how to set up an ambush and how to counter an ambush if they are caught in one.
Probably right, Infantry training is 2-3 weeks long. This is something that units practice continuously and rely on leaders that have been conducting this training and live missions for years to keep the new guys on track.

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Originally Posted by RandyT0001 View Post
The team recieves training similar to basic infantry training. However, this "military" training is between Dale Dye's "Warriors, Inc." and actual US Army / Marine training.
I will watch this later. This is the guy that is the subject matter expert and movie war guru for Hollywood. Band of Brothers, and Dark Skies I know off the top of my head.

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Originally Posted by RandyT0001 View Post
I have never been in the military therefore if I have overlooked an essential element in this training please tell me so I can include it.
Comments, suggestions?
The U.S. Infantry Manual, Field Manual 7-8 Infanty Squad and Platoon, 1980s

The U.S. Infantry Manual, Field Manual 7-8 Infanty Squad and Platoon, 2007

The U.S. Infantry Manual, Field Manual 7-7 Mechanize Infantry Squad and Platoon 1980s

The U.S. Infantry Manual, Field Manual 7-7 Mechanize Infantry Squad and Platoon 2010

The U.S. Infantry Manual, Field Manual 7-7 Stryker Infantry Squad and Platoon, 2002
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Old 02-10-2015, 04:18 PM
bobcat bobcat is offline
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given the small size of the teams and their need to operate semi autonomously(even in the original plan) for some time i would also make sure they have training in some other skills. some basic engineering would be essential for any team. even after 5 years bridges and buildings would need to be inspected and shored up just to ensure its safe to use them.
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the best course of action when all is against you is to slow down and think critically about the situation. this way you are not blindly rushing into an ambush and your mind is doing something useful rather than getting you killed.
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Old 02-10-2015, 04:24 PM
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given the small size of the teams and their need to operate semi autonomously(even in the original plan) for some time i would also make sure they have training in some other skills. some basic engineering would be essential for any team. even after 5 years bridges and buildings would need to be inspected and shored up just to ensure its safe to use them.
I agree but, I don't think that was the focus of the original post. How much does the skill "tactics" apply to actually resolving combat in game? How much tactical training does an MP team? How can the team apply it to the scenarios in game?
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Old 02-10-2015, 07:41 PM
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https://archive.org/details/MilitiaT...uctionalVideos

Some of these videos are informative.
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Old 02-10-2015, 09:16 PM
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For game purposes I would simply use it as one of two things. First, as you mentioned in skill checks. Second, so the PD can give the player a second chance if they decide to do something monumentally stupid; something someone with training would know not to do.
I agree.

Quote:
It doesn’t really mean much in the Morrow Project because the team will have between 4-6 personnel. Not enough to attack, marginal on defense, and best option is to break contact in any engagement.

I wouldn’t want to be ambushed by a MP team because of the firepower a team could have. There just isn’t enough for a dedicated attack or raid to have overwhelming manpower (3-1 advantage minimum), a base of fire (Machine gun team, minimum) a command element, a medical element, and a reserve to commit on breakthrough to extract your people if it all goes bad.
Yes, the team itself is small and it should break off from an engagement if possible. But because of the basic training the team can become a cadre of leaders that controls a local community's militia or defense force to conduct an ambush of an attacking force or lead them in the defense of the village or town.

Quote:
Defense. An Infantry platoon has 3-5 squads, and is typically responsible for 100 meters of front per platoon in close terrain like swamps, jungle, and temperate forests.
The upper limit of the tactical training involves direct control as squad leaders of a platoon sized unit or platoon leaders of a company sized unit. Maybe this training is more as a wargame setup using cardboard counters/ miniatures covering several scenarios and a "final exam" conducted in the field.
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Old 02-10-2015, 10:50 PM
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Originally Posted by RandyT0001 View Post
I agree.



Yes, the team itself is small and it should break off from an engagement if possible. But because of the basic training the team can become a cadre of leaders that controls a local community's militia or defense force to conduct an ambush of an attacking force or lead them in the defense of the village or town.



The upper limit of the tactical training involves direct control as squad leaders of a platoon sized unit or platoon leaders of a company sized unit. Maybe this training is more as a wargame setup using cardboard counters/ miniatures covering several scenarios and a "final exam" conducted in the field.
Sounds like the specialty of Mobile Assault, Rescue, and Strike (MARS). I would think that only MARS and to some degree Recon would have these skill sets. Where as, for all other specialties it would be safe weapons handling, hasty and planned defense, and convoy operations.
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Old 02-14-2015, 06:28 AM
Askold Askold is offline
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a) A lot of you are looking at the tactical training from the point of view of a military unit (and a large military unit at that.) Even a few trained combatants can make a difference if the opposition is made up from random bandits without a proper training.

b) Those few trained combatants can join up with larger units or train others. Particularly the "training" bit is important if MP personnel are supposed to help rebuild the society.
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Old 02-14-2015, 01:28 PM
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a) A lot of you are looking at the tactical training from the point of view of a military unit (and a large military unit at that.) Even a few trained combatants can make a difference if the opposition is made up from random bandits without a proper training.

b) Those few trained combatants can join up with larger units or train others. Particularly the "training" bit is important if MP personnel are supposed to help rebuild the society.
I don't see the Project spending the resources on training support, science, admin, and transportation personnel for offensive combat. Might be touched on for Recon as they are "the man on the ground". Now MARS on the other hand, that branch is already heavy with former military personnel and combat veterans to boot. They have already received this training courtesy of their own national armed forces. The Project probably spent more on training soldiers to be search and rescue then honing fighting skills.

Training a local, indigenous militia force and leading same until they have their own competent commanders sees to me the job of MARS.
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Old 10-21-2017, 01:36 PM
.45cultist .45cultist is offline
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For game purposes I would simply use it as one of two things. First, as you mentioned in skill checks. Second, so the PD can give the player a second chance if they decide to do something monumentally stupid; something someone with training would know not to do.
The two man buddy team is the smallest infantry maneuver unit. One can advance or retreat while the other covers with supporting fire.

The Wedge. The smallest wedge is the four man fire team. Team leader is the Point. (The U.S. Army doesn’t put an minimally trained infantry private at the front of the formation) Leaders up front. An Infantry squad shakes out to between three and four fire teams depending upon the type of Infantry unit. (Light, Mechanized, Airborne). The Squad Leader can be leading in the very first Team up front, or may be in the middle of the formation to extend the most command and control.

It doesn’t really mean much in the Morrow Project because the team will have between 4-6 personnel. Not enough to attack, marginal on defense, and best option is to break contact in any engagement.

I wouldn’t want to be ambushed by a MP team because of the firepower a team could have. There just isn’t enough for a dedicated attack or raid to have overwhelming manpower (3-1 advantage minimum), a base of fire (Machine gun team, minimum) a command element, a medical element, and a reserve to commit on breakthrough to extract your people if it all goes bad.

Defense. An Infantry platoon has 3-5 squads, and is typically responsible for 100 meters of front per platoon in close terrain like swamps, jungle, and temperate forests.
Probably right, Infantry training is 2-3 weeks long. This is something that units practice continuously and rely on leaders that have been conducting this training and live missions for years to keep the new guys on track.

I will watch this later. This is the guy that is the subject matter expert and movie war guru for Hollywood. Band of Brothers, and Dark Skies I know off the top of my head.



The U.S. Infantry Manual, Field Manual 7-8 Infanty Squad and Platoon, 1980s

The U.S. Infantry Manual, Field Manual 7-8 Infanty Squad and Platoon, 2007

The U.S. Infantry Manual, Field Manual 7-7 Mechanize Infantry Squad and Platoon 1980s

The U.S. Infantry Manual, Field Manual 7-7 Mechanize Infantry Squad and Platoon 2010

The U.S. Infantry Manual, Field Manual 7-7 Stryker Infantry Squad and Platoon, 2002
When I had an impromptu infantry course, i collected the manuals it was based on. Also Engineer FM's come in handy!
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Old 10-22-2017, 10:53 AM
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When I had an impromptu infantry course, i collected the manuals it was based on. Also Engineer FM's come in handy!
That would be 12B Combat Engineers.. Infantry with an extra MG, satchel charges, and bangalores stuffed into a M113A3.
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