phongn wrote:After reviewing a thread on SB, I'll put a similar one here with modification and see what ya'll think.
The top 200 posters on SB, the top 75 posters here on SD and anyone with military experience from either are sent to Middle Earth around TA 3000 (one year before the beginning of FOTR). The main war does not begin until TA 3018.
Assume, for a moment, that we do not immediately kill each other (except BigBryan and Laird).
Present there is a large-sized military base, with .50 cal machine guns and 40mm grenade launchers fixed in armored towers with vast ammo stores that cannot be removed. There are thick concrete walls and a trench, which is spanned by a drawbridge.
Inside are ample barracks and training facilities, a well-stocked medical clinic, a fully functional chemistry lab with supplies, a library of pertinent books, and 150 of the various unarmed versions of the Hummer (tanker, truck,).
Munitions are comprised of a massive supply of rations, uniforms, body armor, fuel, and the following ammo types: 9mm NATO, .40 S&W, 7.62mm NATO, and 5.56mmm NATO, as well as various 12ga shotgun shells.
All those teleported get to choose a pistol and a SMG, Pump-action shotgun, or rifle, but they have no ammo other than that listed above. People who are experienced with firearms may additionally bring a SAW or M60, as well as their personal weapons. They can carry one backpack each. They are automatically immunized to any middle-earth diseases, cured of any current infectious diseases, and know Westron fluently with decent Sindarin. Command is shared by IXJac and Painrack, as they actually have some military experience.
The objective: Neutralize Saruman's forces, and distract the forces of Mordor long enough for the Fellowship to sneak in. Any who completes this operation will recieve a doubled life expectancy (triple for the commanders), treasure, and the ability to return home if you desire.
What do you bring, and how well do we do?
Ok, I've just been pointed here, so Forgive me if I repeat anything already said (in 21 pages... FUUUUUUUUUCK!), I've only read the irst 5 pages so far.
1. As anyone with Military training is allowed in, that means the entirety of the Warwolves are present regardless of post count. Therefore we have FARAM for demolitions! Myself, Perinquus, Coyote, Knife and EmperorMing as training NCO's on top of our specialities. Also the Warwolves have a command and assignment structure in place, ready to roll.
2. The Base has 7.62mm ammo so the default longarm should be the SLR (single fire variant of the FN FAL), this encourages fire discipline, has long range accuracy and hitting power. Pistols should be either Brownings (unless we can change the 40 S&W to .45 then we can get some Colts in for personal preferences).
3. The Personnel need to be fitted to natural roles, this is us as us not a fanfic, therefore if you are naturally bookish and don't like violence then your better off serving in the labs, research, diplomacy or beauracracy. Remember these will doubtless have greater roles in the 19 years before the conflict and impact on our success than the fighting force (who only have a role for one time only, maybe 2).
4. We
need links to Middle-Earth kingdoms (knowing about the problems with Grima, we cannot interfere there so need to be wary in our dealing with Edoras). Our base is a great idea and placing it in the the middle of the Gap of Rohan will give us a central location with wide open views all round. We can influence the direction of the URUk hai when needed to come to us so they are decimated before they can reach Helms Deep and we can properly prepare the land. Also as we can choose where the Base goes, it should be on th top of a raise or hill with a natural Aquifer for water.
5. Agriculture. We need indiginous peoples to create a town around our base (outside the moat, and with at least a 100m gap of clear ground between the town and the moat.). They will deal with our agricultural needs, plus the impress for our militia. For evac, a specific tunnel from the main gates to a secured local insode the base where they cannot interfere needs to be created. The fields will be planted using local info and aquired info from books on crop rotation and such. The irrigation of these fields can produce a secondary effect later. Having a town also sots out the sex problem and gives our base a legitimate cover story.
6. Vehicles - are useless in Middle Earth! Even if converted to ethanol they will not go further than a few hundred miles and the terrain will make them barely faster than horses. Instead they will be our means for fast transport of supplies in the base when attacked, and emergency power generators as well.
7. We need horses, and to be trained in how to ride them. there's no other way to get about at speed that is reliable.
8. Chemistry students we need idea's for chemical weapons that are non-persistant, easily stowed and where possible prone to staying within 2-3m of the ground like a low lying mist (so we are safe on the raised walls of the Base incase of wind changes). A suggestion would be to have Rock Salt on stand by and as the town is evacuated the salt is dumped into the irrigation channels for the fields (which will be extensive) and electrical cables laid to the start of the channels. The Uruk hai arrive and we pump in a charge producing Chlorine gas over a wide area. Obviously I expect better idea's from those that know their chemistry.
9. Faram and trained Dems guys will wire the town for dets. I wnat the Uruk hai to use it as cover when they attack, the more of them in there, the more of them get fucked when we start the fireworks. Books on stable explosives and proper trading (another reason for the Gap location, we need to be near trade routes), will enable the Chem lab to create PE4 which will be safe until we det it. All we need do then is set up the Remotes (no worries about ECM so a proper radio det system can be used, and no give away wires).
10. To facilitate trade we need a wagon fareway a roman type design (we have 19 years to build it). This will also induce the Uruk Hai to come down it and so cn be built with Mines (Faram to supervise).
11. Mortars are the easiest artillery to build and supply, plus they have the capacity for close support of thier own position (we can literally keep hitting them when they are next to our walls - if they get that far).
12. Spies. Mordor and Saruman have a way of subverting the inhabitants of Middle-Earth, therefore only the Militi members and selected individuals will get into the base and these will be vetted. The ordinary Towns people get to enjoy the profit of the trade and their own work. As long as we are not heavy handed in our admin of town, they will not complain about not getting into the Base on a daily basis (just so long as they now they can get in there in times of trouble).
13. We cannot get involved in the Fellowship. Much as I like the idea of shadowing the Fellowship and providing help, the Ring can influence even the best of Men and Elves. The Fellowship would have stopped dead if it had been me instead of Boromir that had succumbed! At most we can clear a path (the real scout-trained individuals) and help from a tangenital path - we do know where they will be at any given time. But unfortunately no direct contact or close proximity to the Fellowship - also rotations of Scouts, so no one is exposed for too long.
14. The decision of who's incharge is settled immediately. The Military is already sorted, but we need a civil and overall leader.
15. Everyone from the board gets firearms training, but will hopefully not have to use it.
16. Firearms stay in the base! Bows and swords outside the base. That means we need proper training in them. I can fire a bow, ad use any sort of staff weapon and Knife, but the Swords and Axes and such need experienced people to train in them, so we have to have Elaes, Keevan and any others of that type. I say we expand the range to top 100 posters rather than 75.
The only people that can have Firearms are the Scouts and that's probably only pistols!
17. Bio-weapons are more trouble than they are worth, short duration chem attacks are better.
18. No wheel locks, no gunpowder. Nothing that can be seen and copied by the enemy forces prior to thier attacks. I don't want to face a 10,000 strong Uruk Hai force armed with muskets thank you very much.
Right I'll get on with reading this thread and see how much of what I've just said has already been posted.
