#91
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Which brings me back to the burning question I still have. Exactly what "military consultant" did they use? Whoever they used must be a fake, because what they present as background wildly fails to match up with any scenario for a NATO conflict envisioned by either NATO or PACT military theorists - it just does not. I just cannot see anyone familiar with NATO, PACT, or Soviet doctrine and plans (or even a somewhat knowledgeable wargamer for crying out loud) signing off on what was presented. Even the weapon ratings seem horribly whacked out to me. You'ld think that FL's weapon ratings at least looked realistic, but I don't see those as even being accurate at this point. |
#92
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And with all that US airpower (and anti-aircraft missiles from ships!) in the Baltic Sea, the Soviets still manage to do airborne landings north of Stockholm.
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#93
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Couple that with the fact that the lead designer from Free League did actually serve in the Swedish military as a conscript but it seems he was in intelligence or another support service rather than a combat arm. And again, he demonstrates a complete lack of understanding when it comes to military logistics. |
#94
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It's only rumour the lead was even a conscript. I can't find any indication they had ANY military experience beyond working as a journalist in the west bank area.
Guess how all their articles (that I could find) are written....
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If it moves, shoot it, if not push it, if it still doesn't move, use explosives. Nothing happens in isolation - it's called "the butterfly effect" Mors ante pudorem |
#95
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Just think of the glee of all those Tu-22M Backfire crews!!! A US supercarrier in the Baltic all by its lonesome!! FL might as well have put a Typhoon boomer into the Great Lakes!!! SHUDDER!!!
Last edited by mpipes; 12-13-2020 at 07:06 AM. |
#96
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Panorama pic of where USS Harry S. Truman is supposed to be anchored. The sailing ship to the left is 70 m long (water line) 500 meters away and the cruise ship to the right is probably about 200 m long.
But it would be cool in Mutant. A bit like the Statue of Liberty in Planet of the Apes, or the crashed Star Destroyers in the recent Star Wars movies. But in a game that's supposed to be based in reality? Not so cool. Last edited by pansarskott; 12-13-2020 at 07:14 AM. |
#97
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...and as mentioned, EASILY within range of all sorts of man portable weapons.
Only place I can think of that would be worse, is a Pact harbour.
__________________
If it moves, shoot it, if not push it, if it still doesn't move, use explosives. Nothing happens in isolation - it's called "the butterfly effect" Mors ante pudorem |
#98
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Yet, to FLs credit, atleast they stated that Stockholm is held by a a mixed force of Swedes and Americans. But how the hell were they able to slow the Soviets down, being cut off and beong close to Soviet airfields, while UK rolled over and died?
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#99
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Unfortunately the more exposure I get to FL's reboot of T2k, the more I think they are doing a number of things because they think it would be "cool" in a game.
That panorama view of Stockholm harbour linked by pansarskott shows the utter unbelievability of having the Harry S. Truman in those waters. Only the captain of the Costa Concordia would think it's a good idea to get so close to shore, and we know how that went... |
#100
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Close to shore? I'll show you close to shore!
Oxdjupet (pics) is a narrow strait in the sea lane into Stockholm. There's a 19th century fortress there. The ferries/cruise lines to Åland and Finland pass though it everyday. The ship in the pic is 28 meter wide (probably max width, lenght 171 m). A Nimitz-class carrier is 40 m wide at the water line, 77 m wide max. 317 m long at WL. |
#101
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The more I look at it, the more utterly insane it is for any military captain to even consider sailing through the approaches to Stockholm, let alone anchor close to the city.
We're talking upwards of 100km of sailing, almost every single step of it within range of shoulder fired AT weaponry! And I'm not even talking very sophisticated, modern systems either, RPG-7's and the like! Imagine what you could do with a couple of 105 tank guns or the like, or a small battery of 81mm mortars and delayed fuses. It's total and utter MADNESS!!! Attachment 4552
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If it moves, shoot it, if not push it, if it still doesn't move, use explosives. Nothing happens in isolation - it's called "the butterfly effect" Mors ante pudorem Last edited by Legbreaker; 04-29-2021 at 05:56 AM. |
#102
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On the upper left side of that map, just east of the road, is Arlanda airport. Sweden's largest airport. You can see it as a pale splotch. Or use Google maps.
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There is a sea lane that goes 'straight' east, north of "Värmdö NV' on the map. It still has to pass the Oxdjupet strait. |
#103
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Redirect
This discussion has veered away from v4 rules and mechanics. Here's a thread already dedicated to Sweden in T2k.
https://forum.juhlin.com/showthread....6256#post86256 -
__________________
Author of Twilight 2000 adventure modules, Rook's Gambit and The Poisoned Chalice, the campaign sourcebook, Korean Peninsula, the gear-book, Baltic Boats, and the co-author of Tara Romaneasca, a campaign sourcebook for Romania, all available for purchase on DriveThruRPG: https://www.drivethrurpg.com/product...--Rooks-Gambit https://www.drivethrurpg.com/product...ula-Sourcebook https://www.drivethrurpg.com/product...nia-Sourcebook https://www.drivethrurpg.com/product...liate_id=61048 https://preview.drivethrurpg.com/en/...-waters-module |
#104
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"No one, and I mean NO ONE, that has any real expertise in military capabilities of the military forces at issue would dream of a US supercarrier in the Baltic Sea."
This is getting to 2013's level of stupid, with their "French nuclear subs sailing up the Rhine to get close enough to nuke Russian" horse shit.
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THIS IS MY SIG, HERE IT IS. |
#105
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Please tone it down. At least one person who worked on 2013 is an active member here and, who knows, someone involved with v4 could be lurking too. We can not like things without resorting insults and name-calling.
Also, this thread is for rules and mechanics discussion. I'll unlock the v4 thread for general discussion, but if there's insults and name-calling again over there, it'll go back into lockdown. -
__________________
Author of Twilight 2000 adventure modules, Rook's Gambit and The Poisoned Chalice, the campaign sourcebook, Korean Peninsula, the gear-book, Baltic Boats, and the co-author of Tara Romaneasca, a campaign sourcebook for Romania, all available for purchase on DriveThruRPG: https://www.drivethrurpg.com/product...--Rooks-Gambit https://www.drivethrurpg.com/product...ula-Sourcebook https://www.drivethrurpg.com/product...nia-Sourcebook https://www.drivethrurpg.com/product...liate_id=61048 https://preview.drivethrurpg.com/en/...-waters-module Last edited by Raellus; 12-13-2020 at 10:01 PM. |
#106
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1LT Ruzicka - the v1 version of the character didn't make CPT - gets CBE80 and CVE80, so how does that compare to v4 CPT Ruzicka for performing these tasks? First, combat engineering: 1LT Ruzicka, with CBE80, is 80% likely to succeed on an AVG skill check. CPT Ruzicka, with Intelligence B (d10) and Tech C (d8) has only a 69% chance of succeeding on a routine skill check, but he gets a bump for having the Combat Engineering specialty - his Tech die increases from d8 to d10, upping his chance to 75%. 1LT Ruzicka, the v1 character, is slightly better at setting a demolition charge in a non-combat situation, say, then CPT Ruzicka, the v4 character, making them roughly comparable. However, CPT Ruzicka can, if he fails the roll, push the results, giving him another chance to succeed at the risk of taking on Stress; pushing the roll gets him to 94% chance of success, significantly better than 1LT Ruzicka, with a potential cost. Second, civil engineering. 1LT Ruzicka, with CVE80, again succeeds 80% of the time on an AVG task; CPT Ruzicka's Intelligence B (d10) and Tech C (d8) tap out at 69%, and he lacks a specialty to bump it up - there's a Builder specialty which isn't defined in the Alpha rules, something for the FL team to fix, but I'm guessing this is where it would apply, if the CPT had it. The edge here goes to 1LT Ruzicka, unless CPT Ruzicka pushes his roll, which increases his chance to 90%, again with a potential increase in Stress. More generally, CPT Ruzicka appears more versatile; Tech in v4 applies pretty broadly, covering the equivalent of everything from ELC to NWH to SCR; this is where I hung up with 1LT Ruzicka, trying to allocate points widely enough to make him comparable to the CPT. So, digging in the numbers just a little bit, it appears at first blush that v1 and v4 characters are both pretty good at what they do, with some important differences. On a cursory read, I didn't expect the v4 character to be as capable as the v1 character, but I have to rethink that now, at least until I get a chance to playtest them side-by-side. |
#107
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#108
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However, the random length of terms can reflect this: my v4 character made CPT in three years, over two terms, but two terms can last anywhere from 2-12 years, meaning Tom Ruzicka could be CPT at 24 or at 34! That's too much variability for me - depending on the final published rules, I may damp terms down to 2-4 (d3+1) or 2-5 (d4+1) years. Last edited by Black Vulmea; 12-14-2020 at 03:42 PM. Reason: 34, not 36 |
#109
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Based on my military experience, that idea fails distressingly often.
__________________
I'm guided by the beauty of our weapons...First We Take Manhattan, Jennifer Warnes Entirely too much T2K stuff here: www.pmulcahy.com |
#110
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CO: "So, why are you getting out? What if you get a job you don't like?" Me: "I have a job I don't like now. At least when I'm out, if it turns out I'm working for an idiot, I have the option of finding a new job..." |
#111
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But it depends upon competitiveness and year group and lots of other things. |
#112
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Promotion to higher rank is handled quite differently in a number of other nations. For example, in many British Commonwealth/former Commonwealth nations, promotion is subject to positions being available. You may qualify for promotion, you may even attend to the courses to train you for that new rank and you may even end up taking on the responsibilities of that new rank but unless there is a vacancy you will not get promoted.
Alternately, if there are many vacancies within a unit, they will sometimes push their own troops to take the promotion courses so that one of their own gets to fill the vacancy rather than bringing in a new person unfamiliar with the unit. You could very well have Captains who are qualified for promotion to Major and work for several years as de facto Majors but are not given the rank because their are no slots available in their unit. I specifically choose that example because the OC of my last Army Reserve unit fell into exactly that situation. As a Reserve unit, the number of personnel in the unit depends on how many people in the area are interested in joining the Reserves and unfortunately for him, the numbers declined over the years so the unit went from being an under-strength Company to an over-strength Platoon. While he was qualified to be promoted to Major and he was expected by higher command to do the work of a Major, the unit was not large enough to justify having a Major in command. Perhaps the Free League system is some sort of attempt to replicate that Last edited by StainlessSteelCynic; 12-14-2020 at 06:16 PM. Reason: spelling |
#113
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A commendably generous suggestion
__________________
"It is better to be feared than loved" - Nicolo Machiavelli |
#114
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I wonder if the v4 mechanics will support this type of situation - including forced conscription? |
#115
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I haven't looked it up (I can't quickly lay my hands on my 2013 book) but it reminds me of the way the Last Year worked in that version. I don't think it's explicitly stated in any of the Archetypes - you'd probably just have to choose a semi appropriate one (Gunner, Grunt, maybe Mechanic) and expand on it via your backstory, but that's narrative rather than mechanical. WRT changing career, again I think Life Path will accommodate that mechanically, although if you use rules as written minimum term lengths will apply. So essentially your minimum time obligation is 1d6 (i.e. whatever you roll for that term. So you could spend a year as a military officer or six years dependent on what you roll). I suppose that's much the same as V2.2 and 2013, only the term lengths were fixed. (It's been years since I created a PC using v1 rules but from memory there was no game mechanic to cover how long you spent in a specific career field, it was narrative). V4 Archetypes are again going to be down to what you decide as a backstory (I may have missed this, but I don't think the narratives even give a mechanical option - i.e. dice roll - to determine the character's age. It's entirely up to you.)
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Author of the unofficial and strictly non canon Alternative Survivor’s Guide to the United Kingdom |
#116
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Australian officers also have a minimum commitment of (going from memory) the time spend training plus that again.
Enlisted also have a commitment, most commonly 4 years.
__________________
If it moves, shoot it, if not push it, if it still doesn't move, use explosives. Nothing happens in isolation - it's called "the butterfly effect" Mors ante pudorem |
#117
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I think the minimum obligation in the British Army is also four years for enlisted. For officers is similar (might be three). IIRC rightly officers can join on a short service commission (minimum commitment) then switch to a longer term contract once they're in. There are get out opportunities for all ranks during training but once your training is complete you're committed.
IIRC the maximum term for enlisted in the British Army is usually 22 years. To carry on beyond that I think you need to get promoted to either Warrant Officer or Late Entry Officer (a scheme that promotes long serving NCO's to Commissioned Officers at the end of their enlisted service).
__________________
Author of the unofficial and strictly non canon Alternative Survivor’s Guide to the United Kingdom |
#118
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Open-ended enlistment meant you could serve for even just one year and then quit, it was seen by the government as making military service more attractive. That plus they tried the direct entry into special forces bit, probably hoping to catch some lads enamoured with SAS. Obviously it was not as good as the government thought, enlistment periods are now similar to what they were in the 1980s-90s - usually three to six years depending on role and position (for example, Infantry officers sign up for six years initial service after completion of training). However once you've served your Initial Minimum Period of Service and if you choose to sign on again, you are essentially on open-ended enlistment with the only requirement being advance notice of desire to resign (for example, with officers it's usually three-months notice of resigning). |
#119
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Ammo use, house rule?
Not mine, but from the "Twilight:2000 solo" blog https://twilight2000solo.blogspot.co...ding-home.html
"House Rule - Successes and ammo usage: When you roll more than one success in ranged combat, each additional success after the first can be used to reduce the amount of ammunition expended. For each success sacrificed, the amount expended can be reduced by half (round down, minimum of 1). Successes used in this manner cannot be used to cause critical hits. All successes may be used, regardless of source (Ability, Skill or Ammo die)." As yet, I have not played the v4 rules yet, only read them lightly and much commentary here and on FB. I am aware that ammo usage is a point of contention. It seems to me that the designers' intent is that "you keep pulling the trigger until the target falls down or is lost somehow", which rubs a lot of players the wrong way. Some part of that resistance is a loss of player agency, as it strips away the player's control over how many shots to fire. The above sounds like a compromise-- character skill and luck contribute to keeping down ammo usage. It does seem heavily reliant on luck, though. Thoughts?
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My Twilight claim to fame: I ran "Allegheny Uprising" at Allegheny College, spring of 1988. |
#120
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