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03-02-2010, 12:05 PM | #11981 |
Crimson Guard
Join Date: Jan 2008
Location: Hope, ME
Posts: 4,732
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When do those come out, anyway?
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03-02-2010, 12:29 PM | #11982 |
#voteblackjack
Join Date: Sep 2008
Location: Northwood, NH
Posts: 35,754
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No clue.
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03-03-2010, 06:52 AM | #11983 |
Crimson Guard
Join Date: Apr 2009
Location: Australia
Posts: 2,294
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I've been trying to integrate some Law Enforcement agents with my urban ops squads and it's seriously driving me crazy!.
Trying to mesh DOD and DOHS personnel is just out of whack pay grade wise. Most of my troops (Bullhorn, Shockwave, Wide Scope) are E6-E8 but as soon as I try adding a DEA agent (they start at GS-7-GS9) makes them all junior officers or warrants just getting out of training...sigh. I'm beginning to think, I might just drop all DOHS agency staff except the Coast Guard.. |
03-03-2010, 06:54 AM | #11984 |
Crimson Guard
Join Date: Apr 2009
Location: Australia
Posts: 2,294
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Saw some of the JP figures in TRU the other day. They looked odd. The Human figures looked like they had GI Joe mold heads but very inarticulate looking bodies. I only saw a few and I swear on of them had the Comic Pack Steeler head.
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03-03-2010, 09:29 AM | #11985 |
#voteblackjack
Join Date: Sep 2008
Location: Northwood, NH
Posts: 35,754
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There's some old JP stuff I've seen, haven't paid attention to the figures. Have to take a look.
I think it's different from the stuff Gyre showed.
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03-03-2010, 10:17 AM | #11986 |
W.O.R.M.S. Commander
Join Date: Nov 2007
Location: Back in the US of A! (NoVA)
Posts: 10,649
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No the stuff Grye showed was ME articulation. Like Firefly driving an AWE Striker in Blue and in Green.
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03-03-2010, 10:21 AM | #11987 |
W.O.R.M.S. Commander
Join Date: Nov 2007
Location: Back in the US of A! (NoVA)
Posts: 10,649
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Quote:
I've been trying to integrate some Law Enforcement agents with my urban ops squads and it's seriously driving me crazy!.
Trying to mesh DOD and DOHS personnel is just out of whack pay grade wise. Most of my troops (Bullhorn, Shockwave, Wide Scope) are E6-E8 but as soon as I try adding a DEA agent (they start at GS-7-GS9) makes them all junior officers or warrants just getting out of training...sigh. I'm beginning to think, I might just drop all DOHS agency staff except the Coast Guard.. How many DOHS guys do you need? I tend to create commanders on top of my regular Joe Forces. Of course if you're making those guys into DEA agents then yeah they'd be officer equivalents. I use to try and split up everyone so I had equal number of Captains and Majors and Colonels. But what ends up happening is many of them are Pilots and so they all go together. But don't you have a separate DOHS force aside from your 5 commands? |
03-03-2010, 10:41 AM | #11988 |
EQ-Viper
Join Date: Oct 2008
Location: Canada
Posts: 4,343
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Quote:
I've been trying to integrate some Law Enforcement agents with my urban ops squads and it's seriously driving me crazy!.
Trying to mesh DOD and DOHS personnel is just out of whack pay grade wise. Most of my troops (Bullhorn, Shockwave, Wide Scope) are E6-E8 but as soon as I try adding a DEA agent (they start at GS-7-GS9) makes them all junior officers or warrants just getting out of training...sigh. I'm beginning to think, I might just drop all DOHS agency staff except the Coast Guard.. Back in the second half of the 20th century (up until 1985 or so), the Army had several specialist ranks (of which only one survives to this day): Specialist 4 (E-4), Specialist 5 (E-5), Specialist 6 (E-6), and Specialist 7 (E-7). These ranks were the same pay grade as the NCO ranks of corporal (E-4), sergeant (E-5), staff sergeant (E-6), and sergeant first class (E-7), respectively. But despite having equivalent pay, the specialists did not have the same authority as the NCOs. They were being paid primarily for their special technical skills, and not for their abilities as leaders. A Specialist 7, for example, was paid anywhere between 15% to 25% more than a corporal. However, the corporal "outranked" the Specialist 7. In joint DoD/DOJ/DHS operations (such as the ones currently taking place in Afghanistan and elsewhere), an unofficial hierarchy also exists along similar lines. Federal special agents attached to an Army company, for example, are expected to defer to some extent to the company's first sergeant when an operation is underway despite being paid much more than the senior NCO. You can structure your joint DoD/DHS units to take into account a similar disconnect between paygrade and authority. Last edited by zuludelta; 03-04-2010 at 08:32 AM.. |
03-03-2010, 11:08 AM | #11989 |
W.O.R.M.S. Commander
Join Date: Nov 2007
Location: Back in the US of A! (NoVA)
Posts: 10,649
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So I counted up my Joe Forces and I have about 365 Joes and misc figures that make up the force.
At first I wanted to break it up into 5 teams but there are certain elements that seem to go together, so I'm back to 4. I'm sort of settling on a Joe Invasion Force. Tip of the Spear. My imaginary USS FLAGG miraculously operates on a phatom crew of unnamed sailors and automated controls. It's a sub carrier slash amphibious assault ship. It also serves as the Joes Headquarters, much like in Terminator Salvation. Impossible to find. But it's big enough to house all the Joes armory. Particularly the MCC, the Rolling Tunder, and the General at the same time. plus a slew of other tanks and vehicles not to mention the Joe's Airwing of 12 planes and a dozen helicopters. But enough about that its still in only a concept. Typical Joe operation: Airborne/Special Forces teams, drop deep behind enemy lines at a location that is defendable. The Joe Headquarters is dropped in, just like in the issue where we see the Skyhawk for the first time. It's Modular. Meanwhile the Joe Amphibious assault hits the beaches and creates a beachhead. SEAL and Force Recon FAC/ANGLICO teams start penetrating the terrain. They won't invade a city just some stretch of beach where they can bring in the heavy equipment. Hopefully near a river as they can use the river for further assualts. Usually a Platform is set up as a sort of relay station. Then comes the Armor/Cavalry/ Artillery. They may do some town seiges if need be. But the Joes should pretty much know where the enemy is. Really they would shine if the enemy has armor of it's own. The Joes are bascially painting themselves as a target in order to engage the enemy. Since they are such a small force they may be perceived as weak, but thys is the best of the best, with the best equipment imaginable. They would fight their way to the Base established by the Airborne assualt and bring the artillery to create a firebase. Finally comes the Urban assault teams. The Intelligence wing is part of this force as well. So they've been working it since before the Airborne ops take place. The Urban team will move to were ever they need to be, so they may not be stationed on the FLAGG. (Maybe i need a helicarrier?) Something like this: Airborne Assualt is Under Colton and Austin, but really Hawk and Rey would lead those assaults. Oktober Guard and whatever Action Force guys are in this team Naval\Air\Jungle Assault\Recon under Keel-Haul and Ledger and Payload Armor Artillery is under Patton. (He never died, he was just put in stasis to fight another day) Flagg and Hollingsworth are here too. Urban Assualt is also Intelligence under Sharpe (0-9) and Flagg Jr and Director Gordon, and Director Ford and Nick Fury. R&D is part of this team as is Steel Brigade. |
03-03-2010, 07:04 PM | #11990 |
Cobra Soldier
Join Date: Aug 2009
Location: texas
Posts: 84
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ok, i was thinking about adding a R&D department to the Joe team. What characters would be the best? Or at least some codenames that would work. the only person i can think of is matt trakker. also, for my verse, i need a plant type person (botanist?) for something i want to add into my verse. help please
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