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Thread
:
What secrets lurk in the filecards?
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06-03-2015, 07:18 PM
john shaft
Crimson Guard
Join Date: Dec 2007
Location: over here
Posts: 2,092
Quote:
Originally Posted by
Topside
My two cents-
18A:
180A: Major Altitude
18Z: Skydive
18F: Altitude
18B: Drop Zone
18B:
18C: Ripcord
18C: Static Line
18D: Air Raid (SP Airborne)
18D:
18E: Airwave
18E:
I fill in the open slots with the other paratrooper guys but I haven't come up with a good 18A yet
My list looks like this:
18A Falcon
180A Flint
18Z Duke
18F Recondo
18B Drop Zone
18B Outback
18C Static Line
18C Ripcord
18D Air Raid
18D Stalker
18E Airwave
18E Breaker
I just cheat and give the non-HALO guys HALO-qualifications. Or make them separate ODA's (one HALO and one ruck) but then I would have to fill in the gaps as well.
Quote:
Originally Posted by
Loose Cannon
Rock'n'Roll is another one of those guys who looks good as a Special FOrces Weapons Sgt. Zulu's take was amazing. Especially with the Beard. I agree about the environment Joes having a universal Skill aside from climate. How do you factor in the Joes who have a Training MOS then? It would seem useful foreign INternal Defense tasks in the wheelhouse of both MARSOC and SF
Good idea on the use of a training MOS. Use that knowledge to train foreign forces, much like a ODA. I actually never gave much though to it before but I really like your idea.
Quote:
Originally Posted by
LowTech
On women forward observers, I can't speak for the US, but that's not the case in other forces:
Nichola Goddard - Wikipedia, the free encyclopedia
As for the very specific roles assigned in filecards, I agree. That's why I like the Brit SAS model, where a soldier specializes in a combat skill (as I recall it's something like comms, medic, languages or explosives) and in an insertion skill (airborne, maritime, mountain, vehicle). Add in rotation through hostage rescue tasks and training in a variety of other skills (sniping, support weapons, call for fire etc) and you have a well rounded soldier. As a tangential note, I'm not a fan of turning the Joes into an A Team. That's already well managed by the Green Berets when it comes to FID. Also, the 12-man team is a bit small for fighting, which is why other forces are 14-16 strong. I prefer to build them into reconnaissance or strike teams, each requiring varied skills.
I am also a big fan of the SAS structure. I have tossed around whether the Joes lose their MOS when they join the team or not. Obviously they would still retain those skills but as everyone knows the less you use them the more you will get rusty with them. Some skills seems like they would be a huge waste in investment if they did, however.
I would only use an actual ODA team if my Joes were a joint task force and not a permanent team. I still cannot decide how to structure my Joes as of yet. I admit it is fun to organize them different ways but at some point I want to decide on something so I can continue with my fanfics.
john shaft
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