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#1
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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.) |
#2
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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.
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#3
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#4
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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.
__________________
"It is better to be feared than loved" - Nicolo Machiavelli |
#5
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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. |
#6
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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.
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#7
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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. |
#8
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Enclave Entrance Camp Purgatory Tents Camp Purgatory Front Gate Camp Purgatory Front Gate Sign
__________________
I will not hide. I will not be deterred nor will I be intimidated from my performing my duty, I am a Canadian Soldier. |
#9
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Ooh yes thank you
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#10
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Very nice, very nice indeed....
__________________
The reason that the American Army does so well in wartime, is that war is chaos, and the American Army practices chaos on a daily basis. |
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