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Command Squad- Junior Officer (Iron Discipline, Bolt Pistol, CCW, Surveyor), 1 Meltagun, 1 Grenade Launcher, 2 Lasguns, 1 Vox Caster: 71
Infantry Squad 1- 1 Grenade Launcher, 1 Heavy Bolter, 1 Vox Caster, Sergeant has Lasgun: 83
Infantry Squad 2- 1 Grenade Launcher, 1 Heavy Bolter, 1 Vox Caster, Sergeant has Lasgun: 83
Heavy Weapons Platoon:
Command Squad- Junior Officer (Laspistol, CCW), 1 Meltagun, 1 Grenade Launcher, 2 Lasguns: 58
Fire Support Squad- 3 Autocannons, Sharpshooters Doctrine: 105
My point with this was to try and recreate a US Army infantry platoon in both organization and gear. After combing through several field manuals, I feel like I've finally gotten it down to a point where it is not only accurate but pretty functional as well. The patrol is based on the Army idea of having a base of fire, security elements and assault elements in every platoon.
The base of fire is obviously the squad of autocannons, giving me some effective light vehicle and heavy infantry killing capability.
The security elements are the infantry squads, geared out as close as possible to a realy infantry squad. The Heavy Bolter here is meant to imitate the man portable SAW, and the grenade launcher my way of representing the underslung grenade launcher that one man in such a squad will usually carry.
The assault elements are my two command squads. After reading in one of the field manuals that assault teams are usually only 4 or 5 men, I felt it would be most accurate to represent these with Command Squads, especially seeing as one team is usually lead by the officer and the other by an NCO. I tried to represent this difference in the gearing of the two Junior Officers (one having Iron Discipline, a Surveyor and Bolt Pistol, while the other has the standard issue Laspistol and CCW.) As far as the teams themselves, I couldn't really reconcile the use of plasma weaponry (it is so rare in the 40k universe, and I'm trying to keep things fluffy). These teams are't fully geared out for CC simply because charging any squad but a conscript or Tau squad with only 5 men is just a waste of their lives. But I did want to keep them mobile and give them added hitting power with that meltagun.
And I know some might say that the Vox Casters are unnessecary but I can't see any squad going out to patrol an area and not having some sort of comms with which to call for backup or to keep the distant headquarters updated with. It is purely a fluff choice on my part.
Anyways, I spent a lot of time thinking about this, so I figured I'd put it out there. Any comments would be greatly appreciated and I hope you all enjoy my attempt at a little realism in a universe full of aliens, metal skeletons and the spawns of Chaos.
Really cool idea that you obviously put a lot of thought into.
How about mixing up the squads a bit, and adding a flamethrower + missile launcher to one of them?
Also, it's extra points, but a medic might add to the realism.
Speaking of realism, not sure that autocannons and sharpshooters go together. Don't autocannons pump out the firepower without a lot of need to aim?
Another thought toward realism might be to make the fire support squad a mix of heavy bolter/autocannon rather than three big guns all the same type.
Mortars are another real-life type weapon. Maybe you could make one of your command squads more stationary and give them one?
Anyway, cool idea.
gd list very well thought out and very realistic
But what weaponry are you representing with the autocannons , most of their heavy weaponry would consist of a saw variant , most easily representable with a heavy bolter.
Also instead of all heavy bolters in the squads mabye consider one with a missile launcher for representing the man portable rocket launchers.
and as for mortars as they are rarely used now that they are vehicule mounted there is no point using them in an armed force representation.
but otherwise your army is well thought out and maybe not preferable for most fights.
As a 'fluffy' list, I guess its not bad. I'm not sure how realistic having your command squads decked out with such different weaponry is though. Generally officers tend to carry similar equipment to the rest of the soldiers, and even in small teams you will tend to have some form of fire support weapon.
On a competitive level, while your main squads are fine, and your fire support squad is acceptable, I'd really be re evaluating what you are using your command squads for. You said it yourself, using 5 men to assault isn't very smart, so why even bother? I'd probably lean towards a set up that looked a little more like this:
JO - Bolter + Iron Discipline
Heavy Bolter Team
1x Grenade Launcher
In gameplay terms you will probably get a lot more value from this squad than your design, and in assault, well, they're still just 5 guardsmen. Nothing really changes.
What Guardsmen dont want to hear...
"Ok boys, time to fix bayonets!"
Filling in the gaps on US Army doctrinal templates:
Standard infantry squad consists of:
6x autmatic riflemen.
The idea here is that each squad is subdivided into teams (usually Alpha and Bravo) and neither team has both the 203 and SAW/240B. The concept of base of fire is a little different as well. The support team and assault team are drawn from the same squad and they essentially leap frog onto the objective. The squad leader designates the assault element who then assaults through the objective while the other team will lay down supressive fire and gradually move their fire to cut off enemy escape and prevent friendly casualties.
It seems you're trying to use squad-level tactics with a platoon sized element. If you're using platoons, it's essentially the same thing, but instead of fire teams leap frogging, whole squads do it. It's something that's kinda rough doing in 40K as "supression fire" doesn't really exist and there is no difference between certain types of movement such as the 3-5 second rush, low crawl, or high crawl (or the ever feared bear crawl ).
You get an A for effort at any rate. As for functional ideas, having a squad element act as the assault force only carrying a grenade launcher wouldn't be horrible idea, but trying to assault with guard is a real nightmare no matter how you do it.
Blais's Paint Studio-Getting broken armies good soft scores since 2009
Mpst patrols are more likely to be supported by a mortar battery to be honest. If the patrol meets the enemy they can then call in an indirect fire mission.