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Author Topic: Unit TO&E v3-18  (Read 2830 times)

Darrian Wolffe

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Unit TO&E v3-18
« on: March 17, 2017, 06:28:03 PM »

Attached is the current and complete TO&E as of today.  All staff will be named and assigned to lances tomorrow.

A reminder for those people who didn''t read the "Unit Generation" thread all the way down:

Quote
Each PC lance will receive 430,000 CB, (plus x4 your Wealth and/or Well-connected bonuses), to purchase your warehouse of spare parts, spare armor, etc.  

Note that this is nowhere near enough money, and it's not supposed to be. This is why salvage exists.  Note that there are no rolls to acquire items at this time; once game begins, acquisition rolls will be necessary.

Additionally, each player force will have EITHER 20,000 CB in cash, OR 1 month's Wealth/Well-connected money in cash form.  This is given after you purchase your spare parts, and is intended so you have cash on-hand to pay salaries and maintenance costs.  Anything you don't spend on spare parts will also be added at this time.

The unit-owned stuff (which is the responsibility of the CO) doesn't have to be paid for until Month 2 of the campaign; representing the fact that it was "just hired" prior to the campaign start date.


................................

Finally, you have 6 Administrators; they need to be "typed".  The four Admin types are: HR, Logistics, Transport, Command

Each Veteran Administrator will give a different sort of bonus:
Command: +1 Battlefield Initiative Bonus to one Role (Scout, Fight, etc)
Transport: -10% to Transport Costs
Logistical: After being assigned to a Lance for at least 1 month, that lance will get a -1 bonus to all IntroTech equipment availability TNs (TW-tech bonuses will appear in 3055)
Human Resource: After being assigned to a Lance for at least 1 month, that lance will get to add +5% to the number of Technical man-hours available for repair/refit duties.

Please argue about how the various Administrators should be dispersed below.
« Last Edit: March 18, 2017, 11:10:59 AM by Darrian Wolffe »
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serrate

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Re: Unit TO&E v3-17
« Reply #1 on: March 17, 2017, 07:33:22 PM »

Quote
Transport: -10% to Transport Costs

Can I get a quick explanation of how this affects us, since we have transport already? Does having dropship/jumpship assets reduce transport costs by a certain %, or does it eliminate them in favor of overhead?
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Timberwolfd

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Re: Unit TO&E v3-17
« Reply #2 on: March 17, 2017, 07:41:58 PM »

Are we assigning the administrators to individual lances? The descriptions for Logistics and HR are in terms of lances.

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Transport: -10% to Transport Costs

Can I get a quick explanation of how this affects us, since we have transport already? Does having dropship/jumpship assets reduce transport costs by a certain %, or does it eliminate them in favor of overhead?

Maybe we can get there 10% faster. A good transport person could plot favorable routes (then we could fire our pansy navigator...).  I'm sure we also have fuel costs, charging station fees, food and so on.
« Last Edit: March 17, 2017, 08:33:39 PM by Timberwolfd »
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serrate

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Re: Unit TO&E v3-17
« Reply #3 on: March 17, 2017, 08:29:48 PM »

Are we assigning the administrators to individual lances? The descriptions for Logistics and HR are in terms of lances.

Pretty sure that's why he said "Please argue about how the various Administrators should be dispersed below".  :D
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Ad Hoc

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Re: Unit TO&E v3-17
« Reply #4 on: March 17, 2017, 08:32:41 PM »

Rob,
I had changed my characters mech and spa's a few days prior to the cut off in my lances thread.   I had changed a few things after learning more about the character rules and rules about well-equipped, custom mech, and refitting of mechs.  The Black knight plus the mechs I rolled I believe was over the BV cap so I changed my choice mech to a medium class, the Gladiator GLR-4R ad spa to jumping jack..  If I need to stay with the Black Knight I will, but I will have to use a character edge point to reroll my last mech to stay under BV cap.  I probably should have notified you, sorry.  Just let me know so I know which mechs I need to assemble and paint ;D.

P.S. Thanks for all the work and effort you are putting into all of this.
« Last Edit: March 17, 2017, 09:05:19 PM by Ad Hoc »
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Timberwolfd

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Re: Unit TO&E v3-17
« Reply #5 on: March 17, 2017, 08:38:14 PM »

Are we assigning the administrators to individual lances? The descriptions for Logistics and HR are in terms of lances.

Pretty sure that's why he said "Please argue about how the various Administrators should be dispersed below".  :D

Okay, important question then. Can we reassign them? When and how?

I would gladly steal one vet as an HR director to cover refitting my SHD-2D. Whoever thought trimming the armor down to light mech levels was a good idea needs a high speed lead cranial implant. The really annoying part is that I can't max the armor and stay in the BV limit.
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agustaaquila

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Re: Unit TO&E v3-17
« Reply #6 on: March 17, 2017, 09:16:49 PM »

Quote
Each Veteran Administrator will give a different sort of bonus:
Command: +1 Battlefield Initiative Bonus to one Role (Scout, Fight, etc)
Transport: -10% to Transport Costs
Logistical: After being assigned to a Lance for at least 1 month, that lance will get a -1 bonus to all IntroTech equipment availability TNs (TW-tech bonuses will appear in 3055)
Human Resource: After being assigned to a Lance for at least 1 month, that lance will get to add +5% to the number of Technical man-hours available for repair/refit duties.

Please argue about how the various Administrators should be dispersed below.

bolding mine.  So do we even assign administrators under vet level a specialty?  I am in favor of having  one for transport (any expense savings are good in my book).  I am less decided about the human resources, but so many people seem deadset on trying to customize mechs one may bee worth it.  I would like us to build up some back up mechs before wee start ripping our perfectly good mechs apart.

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Can we reassign them? When and how?

Assign admin B to go with another lance?  Congrats, its reassigned.  Although for simplicity sake this may perhaps only be done on the first of the month?  Not sure about that.
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Timberwolfd

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Re: Unit TO&E v3-17
« Reply #7 on: March 17, 2017, 10:23:57 PM »

Quote
Can we reassign them? When and how?

Assign admin B to go with another lance?  Congrats, its reassigned.  Although for simplicity sake this may perhaps only be done on the first of the month?  Not sure about that.

Yeah, it was that kind of once per month I was more interested in. Also, does an administrator need to be assigned to a lance for more than a month before you see any benefits. ie month 1 reassign, month 2 benefit.

Also, (how) are we assigning techs to individual lances? We have 22 techs for 36 mechs.

Also, rules ruling for Rob. How are you ruling for this campaign on adding multiple tech teams to a repair/refit when they have different skill levels? If we have one each Veteran, Regular, and Green team can the lower ranked teams contribute when added to the job (and which base TN should be used)?
« Last Edit: March 17, 2017, 10:27:51 PM by Timberwolfd »
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Darrian Wolffe

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Re: Unit TO&E v3-17
« Reply #8 on: March 17, 2017, 11:09:44 PM »

Rob,
I had changed my characters mech ...

OK, I'll get to this ASAP tomorrow.

Can I get a quick explanation of how this affects us, since we have transport already? Does having dropship/jumpship assets reduce transport costs by a certain %, or does it eliminate them in favor of overhead?

I...don't actually remember.  I'll check.  It basically always means you bring in more money though.

All of the Overthinking About Administration Staff

1) Administrators, like Techs and Docs, can build XP.  That's why they must be assigned a specialty, even if they aren't Veteran or better now.  This would be the primary "argue about their dispersment" thing I was going for.  Each Admin needs to be given a specialty BEFORE I generate contracts.  

2) Administrators work for the overall unit.  In addition, they can "lend a hand" to a specific lance.  Benefits aren't instant - they won't kick in until the Admin has been helping your lance for a calendar month (or longer if you assign then in a weird way; I'm too tired to think of how that works right now).  Once they've helped your lance for at least a month, the bonus will go "live".  That bonus will stay live until the *day* that the Administrator is assigned away from your lance (ie, it cuts off immediately).

3) You may order your Admins to "lend a hand" as often as you like.  Of course, assigning them to lend a hand to a new lance every week is possibly not the best use of their particular talents.


Also, (how) are we assigning techs to individual lances? We have 22 techs for 36 mechs.

Each lance is guaranteed to get 1 Veteran and 1 Regular Tech, as I've mentioned several times.  If there are more Techs available, you can ask for a Tech to be permanently assigned to your lance.  If you want more Techs then THAT, go start hiring them on 1 May, 3044.

Quote
Also, rules ruling for Rob. How are you ruling for this campaign on adding multiple tech teams to a repair/refit when they have different skill levels? If we have one each Veteran, Regular, and Green team can the lower ranked teams contribute when added to the job (and which base TN should be used)?

I'm almost certain I'm too tired for this, but as far as I'm concerned the answer is no.  2 Techs can work on the same Mech (Veteran Tech takes extra time to repair a Gyro hit, while the Regular Tech does armor replacement), but their rolls are independent of one another.  If there's rules for stacking Tech teams to get "cooperation bonuses", then no.  There aren't.  

(I have read through the StratOps repair/maintenace rules like 4 times today, and I swear to god I'm a single crude metaphor from saying "fuck it" and going back to the FM:Mercs/BMR-era repair/maintenance rules and only use StratOps for customization/refit rules)
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agustaaquila

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Re: Unit TO&E v3-17
« Reply #9 on: March 17, 2017, 11:37:04 PM »

ok, my final suggestion is:

vet: logistics, hr, command
regular: hr and hr
green: logistic
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Timberwolfd

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Re: Unit TO&E v3-17
« Reply #10 on: March 18, 2017, 11:09:15 AM »

Also, (how) are we assigning techs to individual lances? We have 22 techs for 36 mechs.

Each lance is guaranteed to get 1 Veteran and 1 Regular Tech, as I've mentioned several times.  If there are more Techs available, you can ask for a Tech to be permanently assigned to your lance.  If you want more Techs then THAT, go start hiring them on 1 May, 3044.

Quote
Also, rules ruling for Rob. How are you ruling for this campaign on adding multiple tech teams to a repair/refit when they have different skill levels? If we have one each Veteran, Regular, and Green team can the lower ranked teams contribute when added to the job (and which base TN should be used)?

I'm almost certain I'm too tired for this, but as far as I'm concerned the answer is no.  2 Techs can work on the same Mech (Veteran Tech takes extra time to repair a Gyro hit, while the Regular Tech does armor replacement), but their rolls are independent of one another.  If there's rules for stacking Tech teams to get "cooperation bonuses", then no.  There aren't. 

(I have read through the StratOps repair/maintenace rules like 4 times today, and I swear to god I'm a single crude metaphor from saying "fuck it" and going back to the FM:Mercs/BMR-era repair/maintenance rules and only use StratOps for customization/refit rules)

On the techs, I was asking more because of the mismatch between the expected 1V and 1R each (9V+9R) and the unit list of 6V, 14R and 2G listed in the unit TO&E.

The Strategic Operations customization rules commonly evoke that response. If it makes you feel better, I have clarification posts in for Xotl to get headaches too. I have considered rewriting those rules several times in past AccountTech sessions.

In fact, if you are interested/willing, I can give the rules for maintenance, reiftting, refurbishment and customization a couple of passes of cleanup/clarification and then PM or post them for your review. If you like them, we can use the revised rules for the campaign.
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Darrian Wolffe

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Re: Unit TO&E v3-17
« Reply #11 on: March 18, 2017, 11:10:23 AM »

Mike, I've adjusted the TO&E and have reposted it in the OP.  Please check to make sure it's OK.
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Darrian Wolffe

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Re: Unit TO&E v3-18
« Reply #12 on: March 18, 2017, 12:46:56 PM »

OK, with a couple of small exceptions, the entire unit has been added to MekHQ.  Note this time stamp and compare it to the last time stamp.  Blah.

Exceptions are:
1) I don't have MegaMek entries for the Paramour and Sherpa vehicles, and I can't generate them since MML doesn't support support vehicles.  Right now, there's just some vehicle crews sitting around doing fuck-all; those are the Paramour and Sherpa crews.  
2) The naval vessel crews in MegaMek are wrong.  They're using the old BattleSpace calculations for naval crews, and I can't do anything about it.  

Cancel #1.  I just realized I could abuse GM mode to add a vehicle of the same mass and insta-customize it to match the listed stats.

The sum total of these errors will mean that contract pay and so forth is going to be off by 10k 8kCB per contract or so.  Honestly, that's a rounding error, so deal with it.

Oh, and Steve?  Your MechWarriors have been named.  There will be a new TO&E (v3-18a) posted shortly.
« Last Edit: March 18, 2017, 01:13:00 PM by Darrian Wolffe »
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Black Omega

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Re: Unit TO&E v3-18
« Reply #13 on: March 18, 2017, 03:49:47 PM »

Sorry I have taken so long on some of this.

However let me make this clear.

My unit, my characters, my names.  Anything else is overstepping unless I ask for assistance.
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Ad Hoc

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Re: Unit TO&E v3-17
« Reply #14 on: March 18, 2017, 09:50:52 PM »

Mike, I've adjusted the TO&E and have reposted it in the OP.  Please check to make sure it's OK.

Thanks Rob, it is correct.
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