[Edit, 2019 Oct 6: better estimate here. /Edit]
Going back to the 1st edition RPG's unit generation tables with an estimated 387.44 (nominal; not full-strength) regiments operating in the Successor States (sheet here), I get 2942 'Mech detachments, ranging from 2 to 108 'Mechs in size. Attached to these 'Mech units I find:
7100 Aerospace FightersJumpShips are assigned to 1143 'Mech detachments (or, 1143/2942 = .389 of all detachments).
900 Leopard DropShips
2570 Union DropShips
96 Overlord DropShips
At least 470 JumpShips
At most 1140 JumpShips
The Succession Wars boardgame starts with enough Jump capacity to move 56 of the 145 army chits (or, 56/145 = .386 of all 'Mech forces).Maybe it's only coincidence that three different kinds of products have .38-something pop up as how much of a House military can go on campaign; but if so then it's a remarkably stable coincidence. I also notice that the fractions obtained from the generation tables and the boardgame (whose values involve the least guesswork on my part) are practically indistinguishable from 14/36ths (14/36 = .389).
The RPG (page 100) describes major campaigns as involving "a minimum of 10-20 regiments of 'Mechs per side." If we assume each House has about half their force on each border, then at the low end Liao would use 10 of 26.22 (26.22 = 52.44/2, estimated from the Liao sourcebook) regiments (or, 10/26.22 = .381 of the forces on that border) while at the high end Davion would use 20 of 59 (59 = 118/2, estimated from the Davion sourcebook) regiments (or, 20/59 = .340 of the forces on that border).
Now, since large detachments get assigned JumpShips more easily than small detachments do, regimental Jump capacity comes out quite a bit higher than 39%; plus, cargo ships and attack ships need Jumping too. How does it all fit together?
Looking at the General Encounters Table, I see that an Assault force is twice as likely as a Garrison to receive new supplies or personnel, and (using my trick with assignment and encounter frequencies) a House with 14/36 regiments on assault/relief duty does almost twice as much fighting as it would under normal conditions.
So: assault missions seem to require twice a unit's normal Jump capacity.
algebra |
If JumpShips attached to 'Mech garrisons normally help supply units on other missions, then House navies have about 20% extra KF capacity assigned to move cargo and attack ships; if garrisons don't help move supplies, then House navies must have about 56% extra KF capacity.
Which JumpShips Are They?
From DropShips and JumpShips:Invaders (Common), 920 total, 51% state military, 17% merc, 32% civilian;
Merchants (Common), most privately owned;
Scouts (Uncommon), exclusive to state militaries;
Star Lords (Rare), few still in service, very few outside the largest organizations; and
Monoliths (Rare), exclusive to state militaries, only a few dozen still operate.
From other sources I also know that the Synguard trading cartel operates 3 Monoliths, Irian Technologies operates 12 Scouts (referred to as Explorer JumpShips), Curtiss Hydrosystems has 37 Iceships, the White Swan passenger line has 7 luxury liners, and I suppose Wolf's Dragoons would have 5 Monoliths. These constraints plus MW1e's 'Mech unit generator give me a fairly inflexible frame to work from:
PROBLEMS!
- MW1e unit generation skips from Invaders to Monoliths. It ignores Star Lords.
- The "navy" column is for state-operated ships that the MW1e unit generation tables didn't assign to 'Mech units. Obviously there'd be some give and take between the two columns.
- Unforeseeable oddball stuff, like the Dragoons operating Monoliths or Irian keeping a fleet of Scouts, means these figures are subject to tweaking.
- It is really hard to make room for Merchant class ships in the state military numbers.
I want to reiterate that I really love these.
ReplyDeleteHillariously (to me), I started into JumpShips to help me figure out what the heck Oriente could be building. Was not at all planning to discover key logistics.
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