View Full Version : Question about force composition
Nitram Draw
June 18th, 2016, 10:50 AM
A while ago I saw a post that gave a basic force composition for starting a campaign. It included Recon, AA defense, infantry and armor recommendations and how to organize them. I cannot find that post.
I want to start a campaign as Israel that covers the 6 Day War - Yom Kippur War time frame. What would be a good mix to start out with to make a mechanized 'battalion' size force?
Thanks.
Suhiir
June 18th, 2016, 11:03 AM
Do you want a more-or-less historical set up, or one that seems to work well?
Nitram Draw
June 18th, 2016, 11:57 AM
Do you want a more-or-less historical set up, or one that seems to work well?
Something reasonably historical but I don't mind being the most elite unit in the army either.:)
For example if I tried to make a mech infantry unit would I do 2 infantry companies to each tank company? Would they typically have some big guns attached or just mortars? Things like that.
I also seem to remember the post suggested buying some of the more special unit, like an FO or recon, first because they would attach directly to the HQ unit. I don't understand how that works but if it does do it that way I'd like to try it. Normally the first unit I buy is either a tank company or infantry company.
scorpio_rocks
June 18th, 2016, 01:32 PM
A while ago I saw a post that gave a basic force composition for starting a campaign. It included Recon, AA defense, infantry and armor recommendations and how to organize them. I cannot find that post.
I know its WWII, but the basic premise holds true.
Was THIS the thread you were after: http://forum.shrapnelgames.com/showthread.php?t=50453
scorpio_rocks
June 18th, 2016, 01:41 PM
Some thoughts on force composition:
1. Always start by buying a FOO (being 2nd unit makes it easy to find when you choose to do artillery call)
2. Buy some AA (personally I like a good SAM unit and a mobile cannon armed section which can also help out Vs infantry/light vehicles).
3. Decide on your ratio of Inf units to armour (2:1? 3:1? etc) - I tend to have a "heavy" mech inf company (which includes IFVs, a platoon of engineers, etc), a lighter inf company perhaps in trucks or apcs, and a tank company.
Nitram Draw
June 18th, 2016, 02:07 PM
A while ago I saw a post that gave a basic force composition for starting a campaign. It included Recon, AA defense, infantry and armor recommendations and how to organize them. I cannot find that post.
I know its WWII, but the basic premise holds true.
Was THIS the thread you were after: http://forum.shrapnelgames.com/showthread.php?t=50453
That was it. Thanks!
Mobhack
June 18th, 2016, 03:31 PM
Israel in that time frame was very tank-heavy, bar the leg units in the defence of the canal zone etc. They also went artillery light as well, or reserved the guns for counter-battery fires - I recall seeing some quote that 75% of fire missions were C/B.
So a bn of
HQ
FO unit
1 or 2 SP mortar platoons (No core off-map arty)
1 or 2 SP AA elements
1 or 2 Mech recce or AT sections
3 tank coy
1 mech coy
Would be about right for the era
(If you did buy off map then make it long range type such as 175mm and voluntarily leave it idle to smack enemy off map arty)
Aeraaa
June 18th, 2016, 06:45 PM
Israel in that time frame was very tank-heavy, bar the leg units in the defence of the canal zone etc. They also went artillery light as well, or reserved the guns for counter-battery fires - I recall seeing some quote that 75% of fire missions were C/B.
So a bn of
HQ
FO unit
1 or 2 SP mortar platoons (No core off-map arty)
1 or 2 SP AA elements
1 or 2 Mech recce or AT sections
3 tank coy
1 mech coy
Would be about right for the era
(If you did buy off map then make it long range type such as 175mm and voluntarily leave it idle to smack enemy off map arty)
I think a more accurate version is swapping the mech coy for a para company + an attached halftrack company (11 halftracks from the misc section).
Nitram Draw
June 18th, 2016, 10:32 PM
Thanks all. Off to the campaign!
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