Strategic Arms, Beasts, Operations, and Tactics Quest

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Contest 1: Platoon Support Project, Step 2: Initial Design Testing
Sitting at your desk, you groaned into your papers. The minute you voted to look into mechanical solutions, the Belgian Staff had been sending you missives about 'operational needs', 'civil sector integration' and 'inter-army resource allocation' which all could be summed up as 'why did you not pick our favorite thing' by a lot of a lot of angry officers.

In actually important news, however, you were meeting with your End User Team today: a volunteer mixed-nationality company who would be working as your new demonstration team for whatever crackpot materials your board came up with.

Their camp in Marche-en-Famenne was within easy train and horse riding distance, and it wasn't long before sunset you met with the officers: one senior captain of Flemish descent, three Dutch lieutenants, and Lieutenant Jansen, a drinking buddy of yours who had been shoehorned into this for some reason. Opinions on what the Test Unit wanted to see were mixed.

Jansen, who was also the main interpreter for the unit, wanted some kind of explosive thrower. Grenades were the most reliable way of getting pillboxes and killzones suppressed, and the Experimental Company's work in the Zone Rouge had proven that no matter who built them, reinforced surface points on a fortified combat zone were a bitch and a half to handle. Considering then the relative distances between jumping-off points, and effectiveness of overlapping and enfilade machine-gun fire, such a grenade projector would need to have at least a hundred and fifty meters of range, possibly up to two hundred. Current rifle grenades could only make a hundred meter shots with difficulty, and equally importantly had anemic payloads due to being based around British designs acquired secondhand.

2 Platoon, lead by Lt. Bartholomeus, did not want anything except a new and shiny weapon of some type that was not otherwise available. Tunnel-based experience dictated that they wanted a light, automatic weapon, capable of being used in the confined spaces of a trench line or bunker complex. While explosives were all well and good for getting there, mortar teams distributed down to the battalion level were an adequate tool in his mind. If a light weapon was unavailable, than a pump or lever action shotgun would be acceptable: the goal was to maximize fire rate in a cramped action.

3 Platoon, lead by Lt. Elmo, wanted a pyrotechnic system, and preferably as many as you could get them. Fire weapons would deny fortified points, and more importantly allow for units to have a way to deal with tunnel systems without entering them. Logic, for them, dictated the best way to maximize effectiveness and safety was to keep moving, and therefore that meant being able to plug up enemy routes behind them without getting caught out in an area that had been presighted for artillery.

4 Platoon wanted a good air-cooled machine gun, since you couldn't actually find their lieutenant. The main striking weapon of the platoon was their long-range automatic fire, and four Madsen guns were not sufficient striking power in their opinion. This was a fair complaint: the Madsen suffered relatively problematic heating issues, was impossible to do barrel changes or water cooling on without overloading the weapon team assigned to it, and jammed frequently on bad rounds. While it was rumored that additional Madsens would be released to the infantry, it was entirely likely that a new and improved service weapon would be designed and sourced for the role.

Captain Stanislaus, the man in charge of this clown show, wanted an organic heavy weapon of some kind for the platoon. This could be an anti-walker rifle, a long distance grenade projector, hell, even a flamethrower would work. Any, and he did mean any, major threats to an individual platoon would have to be taken care of by one of the company's three detachments from the battalion; usually an anti-walker section with a 4-bore gun, a engineering section, and a telegraph section, plus the company's own machine guns. If, perchance, there was an organic platoon heavy weapon, that would also bring more weapons to the company, and it would be entirely possible he'd get more tools to work with.

This completed, it was a week before you got to see the assorted napkin designs be presented to the board. Several were winnowed down before they got too far; steel shields and gas cartridges for flare guns were considered 'impractical and unrealistic' and shelved for later, likewise lightning guns and self-mobile mines were shelved. What ended up petering down to serious selection was four items.

Citroen's trench mortar had settled on a 58mm bore, spade baseplate, and a 36cm barrel. It was unrifled, with a three-position bipod to give 30, 45, and 60 degree angle positions; more sophisticated control would be handled by moving a solid sleeve over barrel perforations. Due to light charge weight, the weapon did have a mechanical firing pin, which was easily charged via a lever before use. Additional supplies were a hand lens for ranging, and a simple ranging table to be copied and stapled to the inside lid of ammunition cases.

Vroom, meanwhile, had taken his Gras idea, and refined it massively. Moving away from rods, he had developed an overpressure round to impulse a grenade, and from there designed an integrated launcher and sighting system. The weapon could be shoulder fired to 125 meters with the Model 1 or 2 grenades, and ground fired with the 3, 4, or 5 model rounds, as well as a model 6 round for ground fire only to conduct 'long range bombardment' that had Citroen and van Beek trying to strangle him as he yelled something about shininess and chroming.

Meanwhile, from outside the office, three other tenders had come in. The first was by the Bergenwerke, offering a version of the Mg.15nA in 6.5mm Dutch. It was a very serviceable light machine gun, and the Bergenwerke were willing to build a small factory in the Netherlands in order to produce the weapons to order, or sell a license to Fabrique National.

The second design was the Wex flamethrower, on direct government sale from the Heer itself. The weapon was a flamethrower, with an effective range of 45 meters, and had served with some distinction in the Great War in the engineering corps before the formation of undersoldaten units to address the underground mines that made up the second dimension of the modern battlefield.

The last tender was from the British firm Jaques & Simons, a fabricated beast producer from within the Royal Army's sphere of influence. After the dramatic budget cuts that the British had executed, they needed work, and to get it they were willing to sell warbeasts to foreign countries; high end warbeasts to boot. Despite not meeting your tender, they still were offering a seventh-generation design of War Otter, of all things. Friendly, sociable, nominally omnivorous although preferring meat, they were billed as the best thing since sliced bread to the board. Interestingly enough, they were also one of the few war-beasts that had actual testimony on effectiveness by the Belgian Army, as they had been used extensively in the War on their fronts, and talks of a purchase had been ongoing before the War. This also neatly explained why they had gotten to your table: the Belgian apparatus had stamped it exceptional to your board's requirements, and sent it in anyway.

The problem, then, is money: specifically, the Special Arms, Beasts, Operations, Tactics board had no money. After Klaes did the math, if you all pitched in forty francs and agreed to give up the community cigar box for three weeks, the board could afford to test two weapons systems.

Your wallet now notably lighter, you got ready to make your recommendations to the Board as for what to test.

-/-/-/-/-/-/

VOTE
No plan votes allowed. Choose two of the below.

[] Trench Mortar (Citroen)
[] Grenade Projector (Vroom)
[] Mg.15nA (Bergenwerke)
[] Wex Flamethrower (Deustches Heer)
[] War Otter mle 7 (Jaques & Simons)
 
[X] Mg.15nA (Bergenwerke)
Machine gun for infantry and light vehicles.
[X] Grenade Projector (Vroom)
Grenade launcher for things that need to go boom.

I'm mainly not going for the Otter because we would then set a precedent of saying we want something and then giving in when pushed.
 
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[x] Grenade Projector (Vroom)

[x] Wex Flamethrower (Deustches Heer)
 
[X] Grenade Projector (Vroom)
[X] Mg.15nA (Bergenwerke)

The machine gun for suppressive fire and buying off the Belgians. The RPG for bigger beasts and armor. Rely on artillery companies and aircraft/fliers for support fire.

It is not quite a defensive doctrine, but you can see the hint of one there - mutually supporting hedgehogs with a mobile armor reserve.

We would probably want fliers of some kind to keep open air supply and a creature that can hover to take the helicopter role, but assuming we aren't just going to turtle behind the IJessellinie and have to hold Wallonia, we could do worse.
 
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I wonder if the light machine gun could mess up a light walkers joints after some concentrated fire. I would imagine the joints are a big weak point just like a humans knee or ankle.
 
I wonder if the light machine gun could mess up a light walkers joints after some concentrated fire. I would imagine the joints are a big weak point just like a humans knee or ankle.

Rifle caliber machine guns were pretty effective early in the war for handling light walkers and causing mobility kills on the heavies, but early in the war was a different time and place. Walker pilots learned popup tactics and how to coordinate with infantry to secure clear paths of advantage; anti-walker rifles were developed from safari guns; endless arms race goes here really.

I'm mainly not going for the Otter because we would then set a precedent of saying we want something and then giving in when pushed.

Not an invalid argument, but you are a captain playing at the feet of generals. It's better to go with the flow sometimes than to fight the tide.

The RPG for bigger beasts and armor. Rely on artillery companies and aircraft/fliers for support fire.

Point of order, this is a grenade projector, not an RPG. Those are very different weapons, designed for very different needs. One of which, for example, is range.

We would probably want fliers of some kind to keep open air supply and a creature that can hover to take the helicopter role,

That's the Air Corps' problem, not yours. If you're depending on air supply, though, you've already made several key mistakes.
 
Rifle caliber machine guns were pretty effective early in the war for handling light walkers and causing mobility kills on the heavies, but early in the war was a different time and place. Walker pilots learned popup tactics and how to coordinate with infantry to secure clear paths of advantage; anti-walker rifles were developed from safari guns; endless arms race goes here really.



Not an invalid argument, but you are a captain playing at the feet of generals. It's better to go with the flow sometimes than to fight the tide.



Point of order, this is a grenade projector, not an RPG. Those are very different weapons, designed for very different needs. One of which, for example, is range.



That's the Air Corps' problem, not yours. If you're depending on air supply, though, you've already made several key mistakes.
Ahh good to know, though it does tell us at least that Walkers do have to be wary of machine gunners, if not as much as an actual anti-armor weapon, which is great to know.
Also very true, sometimes you just gotta roll with the whims of your superiors.
 
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That's the Air Corps' problem, not yours. If you're depending on air supply, though, you've already made several key mistakes.

How are our logistics, in general? If we were to build our squads around an infantry mortar, would we be reasonably able to keep those mortars fed in the field?
 
How are our logistics, in general? If we were to build our squads around an infantry mortar, would we be reasonably able to keep those mortars fed in the field?

If you're fighting offensively? Good fucking luck keeping anyone in supply, the system will fall apart the second you stare at it too long. Defensively, though, you can generally maintain proximity to light rail and cached supplies to make sure nothing runs out at s critical time. Logistics vehicles are probably going to be competition 3 or 4 ATM

Ahh good to know, though it does tell us at least that Walkers do have to be wary of machine gunners, if not as much as an actual a

Light walkers do; middleweights and heavyweights can ignore machine gun fire from the frontal quarter or all the quarters, respectively. Trying to take those out is a job for the Artillery, not for you.
 
If you're fighting offensively? Good fucking luck keeping anyone in supply, the system will fall apart the second you stare at it too long. Defensively, though, you can generally maintain proximity to light rail and cached supplies to make sure nothing runs out at s critical time. Logistics vehicles are probably going to be competition 3 or 4 ATM

Last dumb question -- do we still retain a colonial empire, and will we be called upon to suppress riots in Batavia or enforce order in Katanga?

I think if we're focused on operations in Europe, we want to take the trench mortar and assume we will be close enough to a rail line to feed it; and if we have to go into the colonies, rifle grenades will suffice.
 
Last dumb question -- do we still retain a colonial empire, and will we be called upon to suppress riots in Batavia or enforce order in Katanga?

I think if we're focused on operations in Europe, we want to take the trench mortar and assume we will be close enough to a rail line to feed it; and if we have to go into the colonies, rifle grenades will suffice.

You're from Luxembourg. Colonies are not something you really grok. If it turns out important, someone else with an oar in the pond can handle it.
 
[X] Grenade Projector (Vroom)
Because Vroom sounds positively orky.
[X] War Otter mle 7 (Jaques & Simons)
It's called compromise
 
votes called

Adhoc vote count started by 7734 on Nov 25, 2020 at 7:54 PM, finished with 17 posts and 10 votes.
 
Contest 1: Platoon Support Project, Step 3: Initial Testing Round
Presenting your opinions to the rest of the board on what should be brought to trials, you had some wins and losses. Vroom's grenade projector was fairly universally accepted, since it sat well with the traditionalists on the board (Van Beek, Hendrikx, Vizard, Claes) being a development of existing technology, as well as the radicalists (Vroom, obviously, Vandievet, Maj. Klaes) who wanted a massive leap over present systems.

Your proposal to bring up the Mg.15nA, however, hit a wall. The Belgians disliked it on general principal, since it would be a slow rollout and overtake the already expensive and much-beleaguered Madsen production. The Dutch disliked it because it was German, and would need to be modified extensively to take the 6.5mm Dutch round instead of the 8mm Mauser round. Finally, Klaes put a nail in the coffin by mentioning that the Armament Branch had already started negotiations on the weapon in question, disbarring it from consideration for the contest. After shouting for a solid ten minutes, things finally settled down in time for the following round of horse trading untilit was decided- with no small amount of table banging and Vizard drawing a trench nail looking like he was going to commit murder- it was decided to go down to the next option on the list, using ranked approval voting.

Somehow, this turned out to be the mle. 7 War Otter. This time it was Citroen's turn to draw steel, and by the time things settled down you were pretty sure nobody was going to kill each other. Testing was going to be taking place at the Ieper Containment Zone, in three weeks.

Naturally, you were getting sent to Ypres this week, to set up accommodations and make sure that the Ieper Containment Zone wouldn't be on fire for your visit. As much as you wished that statement was figurative, it really wasn't: last year, an old bunker had suffered an unfortunate breakdown, causing an ammunition cookoff to start an underground fire. Theoretically, this fire had been extinguished. Practically, the local chaussures avoided the area anyway, and their animals were very skittish about most of the Containment Zone. Still, it was one of the few areas with both open space and low enough cost to allow the Board to test there, so testing would be conducted.

For testing, you would be using the area near Langemarck in specific, which had the dual advantages of being mostly flat and not liable to suffer an Incursion like some of the southern areas. The local band of chauseurs had cleaned out about a week ago, and the risk level was predicted to be fairly low. Housing for the test company would be in Langemarck proper, and all units in question were currently in transit on canal boats. In this, at least, everything was going according to plan.

Your staff for this trip was Sergeant Roosevelt, and Corporal duBois. Both were reasonably fluent in French, and it did not take long to start considering what you would need to test.

For the War Otter, it was quickly decided, it would need to be tested in the basic fields of lethality on targets, stealth, and ease of integration into a unit. If the War Otter could not kill, and kill efficiently, that was one thing, but it was more important that it could both reach lethal ranges and not be a detriment to unit cohesion. Frankly speaking, a lot of people were nervous about how to integrate Belgian war-beasts into Dutch units at any level, since more than a few of the Belgians remembered some of the more infamous incidents revolving around engineered beasts. duBois would be in charge of rounding up sufficient animal handlers for the operation to serve in temporary attachments, and would keep you posted.

For the Grenade Projector, it was decided that range and accuracy tests would be the most important, followed by ease of carriage, time to target, and reliability testing. Safety was a secondary concern, since frankly this would be issued to the Dutch, who had a collective techno-wizardry that came from an integrated mechanical society. Roosevelt would be working with the demonstration team to teach the weapon's manual of arms to the new specialists, keeping track of the demonstration weapons, and serving as the manager of the ammunition dump.

Meanwhile, you would be writing the testing guidelines. Oh joy. While Klaes had dropped you a telegram to assure you he would be looking over and reviewing your work, he also said that since you were the most apolitical officer of the board he could trust you to write to reasonable standards. If something was off, though, he'd average the other two chunks of the board to produce a workable guideline.

VOTES

[] Plan: Write in name
-[] OS: Stealth: Write in stealth goals and testing method to determine success or failure. 2-4 Platoon are avalible to serve as a testing resource.
-[] OS: Lethality: Write in lethality goals and testing method to determine success or failure. Animal corpses are avalible to simulate humans for damage testing.
-[] OS: Unit Cohesion: Write in goals for animal interactions with the unit outside of combat operations. 1 Platoon will be the test group for this.
-[] GP: Range: Write in a desired maximum range.
-[] GP: Accuracy: Write in a desired Circle of Error Probability for a given range (listed as diameter of the circle, percentage of shots to land within the circle, and range. Example: 2m 50% CEP at 200m)
-[] GP: Safety: Write in any desired safety features for the system. This includes ammunition and storage of the system!
 
I'll wait a bit for someone with a bit more technical expertise to set up a vote. But something I definitely think is important is that the otter needs to be able to be ordered around by more than one person, we don't need it going crazy or useless because of an unlucky shot. Maybe for leathality we can test it for its ability to go for body armors weakpoints and its use against other creatures.
 
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