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Thread
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What secrets lurk in the filecards?
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10-20-2016, 08:48 AM
john shaft
Crimson Guard
Join Date: Dec 2007
Location: over here
Posts: 2,092
Quote:
Originally Posted by
Tyroc
The Support Squadron is different to the Combat Rescue Cell. The Support Squadron is basically like a Logistics Battalion with the Communications, Supply, Maintenance, Medical - those types of roles. I don't plan on staffing them with 'actual' characters. They'll just be invisible Green Shirts
That is exactly what I am doing, filling most of my positions with named Joe characters and placing Green Shirts in more logistical areas, such as maintenance and medical. Although Cover Girl and Dodger come to mind for the maintenance shop and Doc for medical (provided I do not make him an 18D or a Civil Affairs Medic). However for the majority of my Joes I have them in areas where they will see more action, such as Sabre Squadrons, Combat Support and the Intelligence Section.
Quote:
Originally Posted by
Tyroc
Yeah, the Communications guys on an Assault Team are pretty much a guy with the extra satellite radios, and have a bit more experience and training than the others. Some might have been SF Communicators but not all. Most of the time, they'll be the ones hauling the extra IT equipment and pre-deployment they will coordinate with higher levels to work out individual and team radio call signs and the latest cryptologic codes, etc.
The Troop Communicator however is different. He's a Communications Specialist who has prior experience as a SF 18E, MARSOF Communicator, SEAL ITC, SWCC ITC, or Joint Communications Unit. The Troop Communicator will set up the different radio nets (inter-team, inter-troop and Troop-Base HQ), be responsible for troop training and testing of new field equipment. He'll also be an expert in morse code and be able to set up Communications / Data nets in austere environments
Are you placing anyone from the U.S Army Signals Corps on your Troop Communicator billets? I was thinking of 25C Radio Operator Maintainers. Technically they are not really "door kickers" to begin with but wasn't sure if they could be used in that role (with appropriate training of course). I made Dial-Tone and Dee-Jay 25C's and placed them on one of my Sabre Squadron HQ's as the Communications Chief and Ground Radio Operator respectively. Here is my HQ section on one of my Sabre Sqaudrons:
Hawk (82) Squadron Commander
Super Trooper (88) Executive Officer
Duke (83) Command Sergeant Major
Claymore (86) Intelligence Officer
Ace (83) Tactical Air Operations Officer
Stalker (82) Operations Chief
Recondo (84) Assistant Operations Chief
Dial Tone (86) Communications Chief
Doc (83) Medical Chief
Logistics Chief
Dee-Jay (89) Ground Radio Operator
Administration Specialist
And then I will have four 16-man Troops each specializing in one of the four main areas of infiltration (HALO, SCUBA, Mountain and Mobility). Each has a four-man HQ of a Commander, Sergeant, Medic and Communicator and three teams of four.
I was also thinking of including one or two additional 16-man Troops on a Squadron and designate them as "Ruck", kind of how ODA's designate theirs. These would be the Joes that don't necessarily point to one of the four infiltration methods. Characters such as Grunt, Footloose, Capt. Grid-Iron, Roadblock, Dusty, etc. I do not want to have groups specializing in certain environments such as Arctic, Jungle and Desert. I feel all Joe members should be interchangeable in those areas and no real life military that I am aware of has groups that specialize in those environments (I may be wrong though). All my Joes are basic static line parachute qualified however.
john shaft
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