Insignia
The Weirdo Zone Army is the most elite ground combat force in the Known Universe. Recieving the best training and best equipment that the Weirdo Zone can provide, the Weirdo Zone Army is a corps of volunteers from across the Weirdo Zone and beyond.
PURPOSE
The Weirdo Zone Army is the WZMS's ground combat arm.
While dependent upon the Navy for transport, the Army is specifically trained for ground
combat tactics that the Naval Marines lack. Soldiers are trained in conventional warfare,
small-scale tactics, guerilla warfare, hand-to-hand combat, brawling, marksmanship, and
the use of every possible type of weapon. The Army also consists of the vehicles required
to mount a successful ground campaign, ranging from Airborne Armored Personnel Carriers to
heavy tanks and self-propelled guns to the heavy BATAV and Panzermench walkers.
The Army is also responsible for the defensive garrisons on
most Weirdo Zone worlds. As naval conflicts almost never occur in the Weirdo Zone's
interior these days, the Army practically has free reign in this area.
ORGANIZATION
The Army is organized into independent
Regimental Combat Teams consisting of infantry, armor, and walkers. RCTs are very large
forces that are usually carried only by Naval battleships and heavy troop cruisers. As
RCTs are attached to specific ships, and these ships are controlled by the Navy, their
theaters of combat are decided upon by the Navy. This makes sense; the Navy is responsible
for long-range strategic planning of what star systems to hit and when; when the RCTs are
dropped on the target all ground combat control reverts to the ranking Army officer.
Again, RCTs are big. Often they will be split up by company
to various ships in the same group. The RCT still fights together, it only travels
seperately. This avoids the possibility of destroying an entire RCT with the loss of one
ship. Another advantage is that sometimes a full RCT is not needed in combat, so smaller
sections can be sent where they are needed.
Once in combat, RCTs are not as cohesive as some may
imagine. Standard tactical doctrine suggests that one RCT should be capable of taking a
moderately defended planet. As an RCT only consists of about 3,500 men, this is a high
order. It is achieved through the use of mobility. Specific units of squad or
platoon size are inserted into the combat area, with each unit having a specific
objective. Once the objective is completed, the forces are extracted to fight somewhere
else. There are usually no fixed lines in an Army offensive. Some would ask, then, what is
the use of the heavy artillery the Army has? The heavy artillery is used as needed to
soften up enemy positions. It has been known that a few platoons of big guns have
supported a single infantry squad. Tanks are used as shock troops and vehicle killers,
usually having a few infantry squads in support. Walkers are used either like extremely
mobile tanks or as oversized infantry, depending on the type and situation. All forces are
capable of full mobility.
How is full mobility achieved? Navy heavy-lifters can heft
around armor and walkers. Infantry are often dropped into combat using one-man disposable
ablative drop capsules. They can also be carried by the Advanced Armored Personnel Carrier
(AAPC). AAPCs are cheap triphibian vehicles capable of traveling through air, space,
water, or on the ground. While poorly armed and moderately armored, they are fast and are
in their prime when used to ferry troops from one battle to the next. The AAPC, while not
the prettiest sight, is the mobile backbone of the Weirdo Zone Army.
SIZE
The Weirdo Zone Army is made up of five million
front-line regiments with an additional fifty million regiments in reserve. This
equals 18,152,500,000 front-line troops and 181,525,000,000 reserve troops, which add up
for a total fighting force of 199,677,500,000 troopers. Command structure and
support adds a negligent portion as it is incorporated into the fighting total--everyone
fights, from the highest major general to the lowliest PSC cook.
While a 200 billion-being army looks big on paper, it is very small
when compared to its enemies. The Reavers have a total population of
3,570,000,000,000,000,000; one-fifth (750,000,000,000,000,000) of which is assumed to be
made up of Reaver Warriors. The Warriors outnumber the Army by more than 3.7 million
to one. The only way the Weirdo Zone Army is capable of defeating the expansive
Reavers is through better technology, better equipment, better deployment, and better
strategy. It is very rare that the Weirdo Zone meets the enemy at 3.7 million to 1
odds, and it will do its best to avoid ever doing so.
Defensively, every (major) member world of the Weirdo Zone may have a
regiment stationed on it if it so chooses, in addition to its native militias. The
number of garrison troops is classified.
Regimentation |
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Classification |
Contents |
Troops |
Unit Level Designated by # |
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Weirdtrooper Squad | 8 MPCA troopers commanded by a Sergeant and a Corporal | 10 |
Weirdannhiliator Squad | 6 Mobile Infantry troopers commanded by a Master Sergeant | 7 |
Armored Vehicle | Crew of 3 to 8, commanded by a Master Sergeant | 4 to 9 |
Light Artillery | Crew ranges of 1, commanded by a Sergeant | 2 |
Heavy Artillery | Crew of 3, commanded by a Master Sergeant | 4 |
Walker | Piloted by a Sergeant | 1 |
Platoon Level Designated by Letter |
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Weirdtrooper Platoon | 4 Weirdtrooper Squads, commanded by a Senior Master Sergeant and 2 MSgt platoon section leaders | 43 |
Weirdannhilator Platoon | 4 Weirdannhiliator Squads, commanded by a 2nd Lieutenant and 2 SMSgt platoon section leaders | 31 |
Armor Platoon | 3 Armored Vehicles, commanded by Master Sergeant in the Lead Vehicle | 12-27 |
Light Artillery Battery | 3 Light Artillery Guns, commanded by Master Sergeant in the Lead Gun | 6 |
Heavy Artillery Battery | 3 Heavy Artillery Guns, commanded by Master Sergeant in the Lead Gun | 12 |
Walker Platoon | 3 Walkers, commanded by Master Sergeant in Lead Walker | 3 |
Battalion Level (smaller than a Company due to reorginization error in 2756) Designated by Roman # |
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Infantry Battalion | 4 Weirdtrooper Platoons and 1 Weirdannhiliator Platoon commanded by a Captain and 3 1st Lieutenant battalion section leaders | 207 |
Elite Battalion | 4 Weirdannhiliator Platoons commanded by a Captain and two 1st Lieutenant battalion section leaders | 127 |
Armor Battalion | 3 Armor Platoons led by a 1st Lieutenant in a Lead Platoon | 36 - 81 |
Light Artillery Battalion | 3 Light Artillery Batteries led by a 1st Lieutenant in the Lead Gun | 18 |
Heavy Artillery Battalion | 3 Heavy Artillery Batteries led by a 1st Lieutenant in the Lead Gun | 36 |
Walker Battalion | 3 Walkers Platoons led by a 1st Lieutenant in a Lead Walker | 9 |
Company (bigger than a Battalion due to reorginization error in 2756) Designated by letter |
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Commanded by a Major with 6 Flag Captains company
section leaders 1 Elite Battalion 4 Infantry Battalions 3 Armor Battalions 1 Walker Battalion 3 Support Battalions (1 Heavy Artillery Battalion and 2 Light Artillery Battalions) Company Transport Section (enough vehicles to carry a company) |
1,142 to 1,277 |
|
Regimental Combat Team Designated by Regimental # and Insignia |
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Commanded by a Colonel with a Lt. Colonel
regimental section leader 3 Companies |
3,428 to 3,833 |