Tag Archives: history

TO&E: Austere Companies

There’s an exercise that exists to get one to challenge one’s own assumptions by imposing a very difficult condition on a problem so one sees what tradeoffs come out. Let’s play with an example. Inspired by the interview with former General der Panzertruppe Hermann Balck, let’s give this sort of problem a try.

The criteria in question is that rifle companies shouldn’t number more than 70-80 men. Let’s firm this up a bit and call it a hard limit of 80 men. Arbitrarily choosing mechanized infantry as our guinea pigs, what would an 80 man mechanized infantry company look like?

Let’s start by thinking about our vehicle. Balck also postulated a 10-tank company, with 3-tanks per platoon. Let’s assume our mechanized infantry company mirrors this structure, which is pretty reasonable. We have a few simple options depending on how we want to operate our IFVs:

  1. Keep a crew of 3 men in the IFVs during mounted and dismounted operations. Have five dismounts in two of the IFVs in the platoon and six dismounts in the third, giving us two eight-man dismount squads. There are, of course, a few other ways to think about this problem, but that’s a pretty standard one.
  2. Have a crew of 3 men in the IFVs during mounted operations and a crew of two men in the IFVs during dismounted operations. Have five other dismounts per IFV, giving us two nine man squads (or three six-man squads if you prefer). Having two crew in the IFV is suboptimal but doable. We could also look into extra automation, but that brings up our next option:
  3. Have a crew of 2 men in the IFVs during mounted and dismounted operations. This gives six dismounts per IFV. Two-man crews might be as effective as three man crews given modern technological aids. Certainly the US Army wants a two-man crew for the OMFV.

My preference is for #3. I’ve read enough good test data to justify the design,1 and we’re going to want plenty of optics on our IFV anyway.

We could also consider variations that would give us two ten-man dismount squads if we preferred, but I’ll stick with those classic US Army nine-man dismount squads, that could also be reconfigured (either ad-hoc or doctrinally) into three six-man squads. That gives each platoon a total manning of 24. We’ll postulate that one of the IFVs is commanded by the platoon leader (a lieutenant), and the platoon sergeant will command another IFV or one of the squads. So we’ll have one officer and 23 enlisted personnel in our platoon.

Three platoons gives me 72 men total. Not bad so far. All we need is a company HQ. CO, XO, First Sergeant are pretty obvious. We’ll also add a supply sergeant, and we’ll stipulate that the HQ has one IFV and probably a truck. So, that’s four men in the HQ, and 76 men altogether. Done.

That was a little less hard than I thought it would be, so let’s look at those squads. As mentioned before, we can use a ‘split squad’ method to give us two 9-man squads in the pattern of the US Army. And, while the US Army has made this work, I’ve never quite been a fan of splitting squads across vehicles. Our other obvious choice is to use each six-man dismount team independently as squads. Let’s unpack that a little.

There are a bunch of ways to work with a six-man squad, but I like having a squad being able to fire and maneuver, and I like symmetrical teams, which gives us a six-man squad comprised of two three-man teams. Which should function like four-man teams, except with less ability to absorb casualties. Or so the theory goes; that was the stated reason for the marines to switch from three to four men per fireteam in the 1940s. Three men in the fireteam does mean that we’re low on riflemen, especially if we add grenadiers. We could make the teams asymmetrical, but that makes the command burden harder, and per Balck, the whole point of this was to make command burden easier.

Looking at the other configuration, two dismount squads of nine men each in a mechanized platoon has been tried before in the US Army and they found it unsatisfactory. Specifically, they didn’t like the lack of infantry, and they revised the platoon in the early 2000s to have three dismount squads of nine men each in the same four Bradley platoon, and there haven’t been much in the way of complaints about that after the Iraq war. Certainly, there are no calls to change it.

And, unlike the 10-tank company that Balck also proposed, no one has put forward a formal organization for an infantry company that’s this small. Likely because it’s pretty bare bones, and when one adds casualties, transfers, absences for leave, training assignments, and the like, the platoon never starts at full strength. It should be noted that, while on paper the US Army’s mechanized infantry platoon consists of 1 officer and 38 men, plus a few attachments, and there are only 36 seats in four Bradleys, veterans in Operation Iraqi Freedom never reported having a problem finding seats for everyone in the platoon.

  1. Yes, I know Chieftain doesn’t like it. He’s entitled to his opinion. I disagree with him based on test data showing it works that goes back to the early 90s. All successful. 


When the US Marine Corps put out an RFP for companies to submit automatic rifle candidates, FN responded with a SCAR derivative that had some neat technological tricks. Let’s take a look.

The HAMR-16 (Heat Adaptive Modular Rifle) looks like the SCAR-16 that it was derived from at first glance. Same monolithic upper, same folding/telescoping stock with two-position cheek riser. Same polymer lower with short-throw (90 degrees of total travel) safe/semi-/full-auto selector. Same love-it-or-hate-it reciprocating charging handle.1 The barrel has a notably heavier profile than on a regular SCAR-16, and there is a heatsink protruding from under the handguard.

All of that might be expected to handle the sustained fire requirements of the IAR program. But FN hid an extra trick inside the HAMR. They put in a bimetallic thermocouple on the barrel, just in front of the chamber. As the barrel heats up from use, the thermocouple draws a linkage forward, activating a secondary sear. So when the gun got hot enough, it would automatically convert from closed-bolt to open-bolt operation. After the gun cooled, the thermocouple would push the linkage back, automatically returning the weapon to closed-bolt operation.

I might have suspected such a system to potentially cause problems, but the USMC 60,000 round reliability/endurance test showed otherwise. The goals for the IAR were as follows:

  • Three Units Under Test (UUTs) were provided for each model under evaluation.

  • The UUT shall have a Mean Rounds Between Failure (MRBF) of 900 for Class I and II failure combined (Threshold), 5,000 (Objective). The MRBF for Class III failures shall be 15,000 (Threshold), 20,000 (Objective).

The definitions for failure classes are as follows:

  • Class I failure: A failure that may be immediately corrected by the operator within 10 seconds or less while following prescribed immediate action procedures.
  • Class II failure: A failure that may be corrected by the operator, and that requires more than 10 seconds but not more than 10 minutes to correct (less the TM/OM defined cool down period if a hot barrel condition exists). Only the equipment and tools issued with the weapon may be used to correct the failure.
  • Class III failure: A failure of a severe nature. The failure (1) can be corrected by an operator but requires more than 10 minutes; (2) cannot be corrected by an operator and requires assistance (no time limit); or (3) requires higher level of maintenance or correction by an authorized operator cannot be accomplished because of unavailability of necessary tools, equipment, or parts.

The HAMR-16 met the objective goal of 5,000 mean rounds between class I and II failures, and was the only entrant to do so. It did not experience any class III failures, so MRBF for class III failures could not be computed. It was also the only entrant to not experience any class III failures.

For comparison, the winning HK entry that would become the M27 IAR had an MRBF for class I and II failures of 1,622, and a MRBF for class III failures of 20,000.

The HK entry was estimated to have a significantly longer barrel life than the HAMR. It was also somewhat lighter, with the HAMR weighing in a bit over ten pounds (unloaded and sans grip pod it’s usually shown with), and the M27 weighing a bit under eight pounds (unloaded and sans accessories). I might also expect the HAMR to be a bit more expensive than the M27.

I would have rated the HAMR better at being an automatic rifle, and the M27 better at being a backdoor carbine improvement, for what that’s worth.

As for my opinion of the project, I think it’s a very cool design with some well thought out innovations. However, I’m not a big fan of the automatic rifle concept, so I’d pass. It might be interesting to see what the thermocouple/sear setup does in a more standard SCAR design as far as reducing cook offs goes.

  1. Lots of people hate it, but SOCOM did request it in the original design. For what that’s worth. 

M1 CATTB Revisited

A couple years ago, I wrote on the very cool experimental M1 CATTB. Having found some more information on the vehicle, I decided to revisit it.

We’ve talked a little about the new gun, engine, and turret already. Let’s look at the autoloader. The autoloader was the same chain-style autoloader found on Leclerc and K2, and it held 17 rounds of either 120 mm or 140 mm ammunition. 140 mm ammunition was two-piece, and was stored in its ready to fire configuration in the bustle, which accounts for a lot of its length. The new powerpack opened up more room at the rear of the hull, and this was used for reserve ammo stowage. The reserve stowage could hold 22 140 mm rounds separated into the two pieces, or 33 120 mm rounds. There was also a mechanical ammunition transfer system to refill the ready magazine from the reserve stowage.

The new powerpack was the AIPS, and it had a total1 volume of 4.81 m3. This is a savings of about 3.5 m3 of space, which was used for the ammunition stowage mentioned above. The engine itself displaced 1,682 cubic inches, with an oil cooling system. It used a special oil to handle higher temperatures better. A key advantage of the oil-only cooling system was that it was much more compact than a water cooling system and used less power to run the cooling fans, needing only 120 HP for the cooling fans instead of 240 like most other 1,500 HP diesels of the time.

CATTB also featured a brand new track. The old track had two 9-inch wide track shoes mounted side-by-side, spanning the width of the track pins. Track guides (which travel between the roadwheel pairs) were bolted between the shoes. The new track for the CATTB had a single 25-inch wide shoe to span the pins and integrated the track guide with the shoe. This was intended to uniformly distribute pin loading and increase track life. The goal was 5,000-6,000 miles of track life, more than double that of the older tracks, which was approximately 2,500 miles.

CATTB replaced the torsion bar suspension of the M1 with an in-arm hydropneumatic suspension system. There were two designs that were being tested. Switching to a hydropneumatic suspension saved about 1,700 pounds in the vehicle, and frees up several inches of space in the hull, to lower the vehicle silhouette or to add extra belly protection. Being a test bed, neither option was selected on the CATTB.

In my previous article, I commented on the very large number of smoke grenade dischargers on the CATTB. These were for an early soft-kill active protection system. The sensors cueing it were a radar warning receiver and a laser warning receiver. It could automatically fire smoke to obscure the tank, or automatically slew the gun to face the threat. I’d be concerned about its effectiveness without additional IR or radar-based missile approach warning systems.

CATTB was also projected to test the Multi-sensor Target Acquisition System (MTAS). This added a low-power millimeter-wave radar to the tank, with a field of view of 180° in azimuth and 7.5° in elevation. Range was projected to be about 5 km.

Since this is a test bed, it’s not intended to enter mass production, so I won’t evaluate it as such. But I will review the new features:

  • I think the turret design is a pretty good one and it looks cool. If you’re going for a manned turret and aren’t trying to reduce the profile like Leclerc, I think it’s a solid design. But I’d prefer an unmanned turret like TTB/T-14.
  • Provided you’re ok with the two-man turret, the autoloader is solid. The really nice feature is the auto-resupply from reserve stowage to the ready stowage of the autoloader. And 39 rounds of 140 mm is a pretty good capacity. 50 rounds of 120mm is also a good loadout.
  • I’m kind of skeptical of the engine, since this hasn’t been tried anywhere else to my knowledge. There’s probably an SAE paper somewhere behind a paywall that would tell me why. Anyway, I’m also skeptical of the idea of needing ‘special oil’ for my tanks. Plus, there are some other smallish, proven 1,500 HP diesels available these days.
  • New track seems better than the old track. More life and fewer parts. Sold.
  • Hydropneumatic suspension is better than torsion bar suspension. More room in the floor for mine protection or more room for systems or less hull height is a really good thing. Active hydropneumatic even allows you to get a bit more elevation/depression out of your gun, which can help make the turret roof lower.
  • I love active protection systems, but this seems a bit early yet. It probably would have been worked out with more testing, but I’d like more ways to cue the system. Also, I strongly prefer having hard-kill capability. At the time, it’d be worth the work, but now there are a ton of off-the-shelf systems that just work. And are hard-kill to boot.
  • Radar tracking/targeting is a cool supplement to thermals. And if you set it up right, you can use it for missile approach warning too. I’d just want a way to switch it off sometimes.

  1. Engine, transmission, cooling system, final drives, power generators, batteries and fuel for one battlefield day 

Fishbreath Plays: The History of Narrative RPGs

But first, a report Fishbreath the Web Lackey: there are some problems with the VPS on which Many Words runs, one of the symptoms of which is intermittent kernel panics on heavy network traffic. Not a great problem for a web server to be having, right? We are, by which I mean I am, working on it. If you notice any instability, blame the kernel grognards. And now, we return you to Fishbreath the Correspondent for today’s article.

You may know us primarily as defense affairs nerds, gun nerds, and occasionally video game nerds, but really, we’re multirole nerds. Full spectrum nerds. Joint nerds. So, on those grounds, and on the grounds that parvusimperator hasn’t scheduled anything for today and therefore has no basis for complaint, herein I will briefly review Masks: A New Generation, a tabletop roleplaying game from Magpie Games (n.b. affiliate link).

Except I’m now about a thousand words into this post and haven’t made it to actually reviewing the game, so we’ll make it a two-parter instead.

Masks belongs to the narrative game genre. To understand what that means, we’ll have to take a little trip through the history of the hobby, and of the tradition that narrative games are distancing themselves from. That’s what we’ll do this time out.

The year is 1974. For some time now, miniatures wargames have been popular. Some enterprising nerds asked themselves, how can we raise the stakes? First among these nerds was Gary Gygax, creator of Dungeons and Dragons1. The answer was simple: what if, instead of controlling a small army of guys with very little detail, you controlled instead a single guy with lots of detail?

D&D was the first tabletop roleplaying game. It was played very differently then than it is now: the older you go in the D&D tradition, the more lethal fighting is, and the less there is to do outside of what is today referred to as the loot treadmill2. There are islands of civilization. You venture outside those islands into a vast, dark sea of uncaring wildnerness filled with vicious monsters, whack the monsters until they yield their stashes of loot, and return to civilization to sell it all, enjoy your wealth, and prepare for another trip. Many of the early D&D adventures don’t make very much sense outside of this framework.

By being first, D&D cemented its place at the center of the RPG ecosystem. Settings grew more varied and left more room for intrigue, the degree of combat-centeredness in the rules ebbed and flowed (and ebbed and flowed), and modern live-play podcasts and web video series pushed the storytelling aspects of tabletop roleplaying to center stage3, but at its core, D&D’s DNA never changed. It’s a miniatures wargame4 with a dash of improvisational theater.

The two aspects, however, don’t always play well together. Oral storytelling has a rhythm to it which is easy to interrupt. Questions like, “How much taller can I make myself with Disguise Self?” or “Am I able to cast Teleport from here, or do I need to be in a teleportation circle?” slow you down at the least desirable time: moments of high drama. If that’s bad, combat is worse. Effectively, it’s a second mode of play, where the roleplaying largely cuts out and the focus switches to fight tactics5.

That’s the tradition narrative games aim to break away from. If D&D and its family tree are miniatures wargames with improv theater shoehorned in, why not write games as improv theater with rules shoehorned in?

Narrative games are in vogue at the moment, but they aren’t a recent trend. Apocalypse World, one of the major English-language trend-setters, was released in 2010. Ryuutama, a Japanese storytelling RPG with many of the genre’s common features (gamemasters with intentionally limited power, for one), came out in 2007. You can even make an argument that old versions of Paranoia belong more nearly to the narrative tradition than to the classic RPG tradition6.

So, what’s the difference? Narrative games are, not to put too fine a point on it, all about narration. Apocalypse World and its rules engine Powered by the Apocalypse are the archetypal examples. On your character sheet is a list of moves. These moves have fictional triggers. When (and only when) the ongoing narration matches the trigger, the move happens7.

Other features you might find include a collaborative worldbuilding process, a ‘session zero’ plan which involves building up the party and its history, and gamemaster moves which limit (or at least indicate the intended boundaries of) GM power.

What’s the upshot? Less staring at character sheets trying to figure out what to do next, more storytelling; less mode-switching to rules-heavy contexts, more natural interplay between story and rules.

Masks in particular does a few things very well. It also illustrates some of the shortcomings of narrative games better than I could describe them. I’ll cover both topics next time.

  1. Trademarked ampersand intentionally left out. 
  2. This image isn’t a perfect fit, but eventually you get to the point where the world itself trembles before you. 
  3. To the point that it’s entirely feasible to play a long and satisfying campaign of Dungeons and Dragons without encountering either dungeons or dragons. 
  4. Whose complexity has varied over the years. You could probably play a fighter-rogue-wizard party in 5e solo. It would be much more difficult in 4e, and you probably wouldn’t even make it past character creation in 3.5. 
  5. Don’t read this to mean that I think crunch or tactical combat are bad. In fact, I enjoy them for what they are, and my own game system, RPJ, uses moderately crunchy rules and combat. 
  6. It’s easy to miss this with Paranoia 2e, because it predates the modern narrative trend by three decades and therefore doesn’t use the same language, but it fits on several counts. Super-simple combat rules which the game more or less encourages you to ignore? Check. A focus on ruling consistently and fairly, within the constraints of the setting where the gamemaster is mostly playing an insane computer, rather than in perfect alignment with a Most Holy Rulebook? Check. (Put another way, it fails gracefully.) Ingenious use of in-character incentives to drive player behavior? Check. (Attempting to rules-lawyer out of character is taken as some expression of treason in-character, and traitors deserve the same treatment as mutants and commies.) It’s not a perfect match, but it’s closer to a modern narrative game than it is to D&D in a lot of ways, 20-sided dice notwithstanding. 
  7. There are variations on the theme. Blades in the Dark, another very popular entry in the genre, gives players a list of broad action ratings (Consort, Prowl, Skirmish…) rather than moves (‘engage a dangerous threat’, ‘assess the situation’…), and gives players more agency both in choosing which action rating they’d like to use and in shaping scenes to make a given action rating fit. 

Pegasus-class Fast Attack Hydrofoil

Back in the 70s, the US Navy was serious about a hi-lo mix of surface combatants. The Lo end was going to be filled by the Pegasus-class. These were intended for use in the Mediterranean and Baltic seas, basically a small, near-shore counter to Soviet fast attack craft.

Enter the Pegasus-class. These were small (about 250 ton) hydrofoils. Being hydrofoils, they have wings on struts that lift the hull out of the water at speed, significantly reducing drag. As a result, the Pegasuses could make over 48 knots in calm seas, and over 40 knots in rough seas. Power was an LM2500 gas turbine when foilborne, and a pair of diesels when hullborne. This was fantastic in the 1970s, and is still impressive today.

Armament consisted of the ubiquitous 76mm Oto Melara gun, plus two quad harpoon launchers in the US Navy versions. The proposed versions for the German Navy had a pair of quad Exocet launchers.

Changing priorities saw Italy cancel their order, the US Navy drastically reduce their order, and then the Germans cancel their order. The remaining Pegasuses had a happy and successful life in coastal jobs, including running down drug smugglers.

So what do we think? Speed is fun. I think the concept has merit in the fast attack space, but it would be a pain to deploy without good forward basing. There was also a mothership proposed to assist in deployments but that was also cancelled. Overall though, while tricky to deploy for the US Navy, they’ve got a lot of merit for allies looking for relatively low cost punch.

On Sailless Submarines

Per the WWRW report this week, the Chinese have made a sailless submarine prototype. This is not a new idea; the United States, the Soviet Union, and France have kicked this idea around in the past. Let’s look into why one might want to delete the sail, and what tradeoffs that brings.

Why would one want to delete a sail? That’s simple: speed. US Navy sub designers reckoned that deleting the sail (and the drag from it) would gain you about 1.5 knots of speed, all other things being equal. It also removes the problem of inducing a snap roll tendency in turns.

Like everything else, it’s not without its tradeoffs. Clearly, we still need masts and some way for the crew to enter and leave the submarine. We also are going to need some sort of conning tower facility to steer the sub when it’s surfaced. Prior designs tend to accomplish the first by folding masts and periscopes down into a fairing, and having a retractable conning tower for steering and crew access, retracting again into a fairing. That fairing will add some drag back. Bureau of Ships actually figured that a fairing capable of handling all of the relevant systems would be about as draggy as a well-designed, small sail.

Having a sail allows the submarine to be a bit deeper at periscope depth, which helps with stability in rougher sea states. The sail itself is also an aid to stability, and means that the rear fins don’t have to be as large.

The US Navy actually gave serious consideration to the sailless concept twice, going as far as to make some models of the concept when designing what would become the Los Angeles-class. However, this ran into opposition from Hyman Rickover, who wanted fast submarines now, and did not want to do a bunch of hullform comparisons when he could simply design aroudn a larger reactor and call it a day. Rickover managed to kill the concept, and the Los Angeles boats all had a traditional (albeit small) sail.

On Split Squads

One of the things that has always confused me is why the US Army mechanized infantry platoon features split squads. It features four Bradleys and dismounts organized into three squads of nine men each. Since each Bradley holds six or seven dismounts, this means squads have to be split to be reconstituted later. While this matches light infantry practice, it always stuck me as needlessly complicated.

It wasn’t always this way. Originally, the Bradley and its six dismounts were considered as a “squad”, with the Bradley acting as a big, tracked, fire support unit. There were problems with the execution. The first was the question of squad leader. There is always the question of whether or not the squad leader should lead the dismount team or act as vehicle commander. The US Army said, BOTH! As a result, the Bradley commander would dismount along with everyone in the back. But this would lead to a suboptimal arrangement with the gunner having to perform double duty as the vehicle commander. So one of the dismount members would be cross-trained as vehicle commander, and he would climb up and take the place of the Squad Leader as vehicle commander.

That’s needlessly complicated, and for once the Army agreed. They decided that while they were in there revising the platoon org chart, they would work for more homogeneity. The Bradley Platoon of four Bradleys got rethought into two pairs. This mirrored U.S. Army thinking in the tank platoon, where four tanks were thought of as operating as two pairs of tanks. Each Bradley pair would get a squad of nine men to account for. Given that early Bradleys had six seats for dismounts, the Army split them into a fireteam of four per Bradley, and one of the two Bradleys in each pair got a (dismount) squad leader. Now, Bradley vehicle commanders could be just vehicle commanders, dismount squad leaders could be just dismount squad leaders, a dismounted squad could perform fire and maneuver on its own, and the dismounted squad was identical to the light infantry squad. The US Army has tended to like the idea that each infantry squad can be capable of fire and maneuver by itself. This also left six empty seats per platoon, which was sufficient for the platoon commander, XO, and any attached extras like radiotelephone operator or medic.

The next step to get us to today happened with revisions to the Bradley itself. A desire for more protection and the realization that the firing ports were useless led to them being plated over as part of the changes for the M2A2 version. Since the troops no longer needed to shoot out of gunports, the seats could be rearranged into more conventional benches along the sides of the vehicle, and the designers were able to squeeze in one more dismount, for a capacity of seven. Applying these to the previous organization chart meant that there were now ten empty seats, or room enough for another squad. This brings us to the platoon of four Bradleys and three dismount squads of nine men each that we know today. The careful reader will note that there is now no longer space for much of a command group or attached extras, but that’s something that the Army has not been bothered by.

Personally, I don’t like it. I’d much prefer to take the original concept of six (or seven) man dismount element and Bradley fighting vehicle as the squad, and skip the place-switching. That’s a lot simpler, removes the requirement of fireteams to “form up” to become squads, and would still allow for a bit of fire and maneuver on its own if we relax the desire to always have four-man fireteams. Australia is going exactly this way in their latest reorganization. I would also point out that while homogeneity is nice, different sorts of units have tended towards different organizations. No one is trying to organize a heavy weapons squad or platoon like the regular rifle squad or platoon over in light infantry-land.

Bradley Advanced Survivability Test Bed

We’ve known that crew survivability can be enhanced by isolating crew from the ammo, and providing blow-out panels to direct any cook-offs away from the crew. These features are usually designed in from the beginning, as in the M1 Abrams or T-14. Let’s look at a test bed designed to add these features after the fact.

The M2 Bradley Fighting Vehicle and M3 Cavalry Fighting Vehicle carry an awful lot of ammunition, and aren’t super well protected. US Army studies indicated that an infantry carrier like the Bradley was likely to be targeted by anything on the battlefield, including the antitank weapons that it really wasn’t designed to resist. While explosive reactive armor could be added to supplement existing armor, this wouldn’t do very much against APFSDS rounds.

The Bradley Advanced Survivability Test Bed (ASTB) implemented a pretty extensive redesign of stowage. Most of the TOW missiles were moved to hull stowage racks outside of the crew compartment, with three missiles in an external compartment in addition to the two in the launcher. Two more were stored low on the floor of the crew compartment, although these could be replaced with Dragon missiles that were of more use to the dismounts. This limited amount of stowage in the crew compartment was intended to allow the vehicle to fight if the external stowage was not immediately accessible. Reserve 25mm ammunition was compartmentalized, with blow-off panels and separation for the rounds provided in the compartments. As a result, reserve ammunition capacity was reduced from 600 rounds in a regular M2 to 588 rounds in the ASTB.

Fuel was also mostly moved to large, external tanks at the back of the vehicle to prevent fires in the crew compartment. A 30 gallon “get home” reserve tank was provided internally.

The ASTB was also fitted with spall liners, additional applique armor, and protection for the sights. These features would get rolled into production models of the Bradley after live-fire testing of several models, including the ASTB, in 1987.

As for the rest of the features, I do not know why more were not adopted.

On the BMP

Let’s talk about the BMP, specifically the BMP-1 and BMP-2. The BMP-1 was pretty revolutionary when it first appeared, and was extremely influential. Interestingly, the design requirements go back to the early 1960s, when Soviet Doctrine came to embrace tactical nuclear weapons and chemical weapons. This led to a desire for a vehicle that would be highly mobile and allow infantry to fight from inside in order to minimize exposure to the expected hostile battlefield environment. By 1967, Soviet interest in heavy use of tactical nuclear and chemical weapons had waned, but the design requirements were set (go figure).

The BMP-1 used the powertrain from the PT-76, came with amphibious capability, and provided NBC protection for the crew of three plus the eight dismountable infantry inside. The infantry were provided with NBC-sealed firing ports for their Kalashnikov assault rifles and machine guns, and had roof hatches to operate weapons with a backblast, like RPGs. These ports were arranged four per side and two aft. The turret of the BMP-1 had a 73mm smoothbore gun that fired the same projectiles as the standard infantry recoilless rifle, a coaxial machine gun, and a rail for Malyutka ATGMs. The turret distributed some platoon/company level support weapons down to the carrier vehicle. This turret was a one-man affair, as Soviet doctrine of the time had the commander dismount with the rest of the infantry in the back to lead them.

The BMP-1 had a number of notable shortcomings. The lack of armor is one, and the small size meant that any hit would strike important, flammable things. The commander-outside-the-turret arrangement made fire control difficult, and forced the gunner to work as an ersatz vehicle commander when the squad dismounted. Wartime experience in the 1973 Yom Kippur war was decidedly mixed. The Egyptians were satisfied with their BMP-1s, which were used to support missile-equipped antitank infantry teams. The Syrians used their BMP-1s in head-on attacks that left them to be smashed by Israeli antitank guns.

The effectiveness and widespread use of antitank missiles in the Yom Kippur War was also a problem, since even the most rudimentary missiles outranged the 73mm gun on the BMP-1. A quick response to suppress an antitank missile team (and screw up their command-guidance concentration) would also be hindered by the separation of commander and gunner. Hence, the BMP-2 received a two-man turret with a 30mm gun that had a much more reasonable trajectory.

Retro Procurement: Carrier On Wayward Son

Back in the early 90s, Brazil was looking to get a carrier. And supposedly, they were offered one of the Forrestals but turned it down in favor of the smaller, cheaper Foch. Well, we’ll take that deal, Uncle Sam. So, let’s go buy a Forrestal or two and wholeheartedly embrace naval aviation, power projection, and all those good things. This will let us develop some serious force projection capability, and provide lessons for future posts procurement projects.

The carriers themselves are early fleet carrier designs, but are still quite useful. There’s not any upgrades we’d want to apply; the biggest issue is one of placement of the portside elevator, which isn’t easily fixable. The issue was corrected on the later Kitty Hawk class, and if Uncle Sam is willing to sell us some of those instead, we’d oblige. Otherwise, the Forrestals will do. They have Sea Sparrows and Phalanxes and that is all the close-in defense that they need.

Carriers are useless without an air wing, so what would we put in our new flattops? The Forrestals are big enough to carry just about anything we might want that is carrier-capable, unlike the earlier Midways. We’ll start our air wing off in the Danger Zone: two fighter squadrons of Grumman Tomcats, each with twelve of the big planes. The latest model is the F-14D, with glass cockpit, APG-71 radar, and most importantly, GE F110-400 engines instead of the awful TF30s.

Next, we’ll take two light attack squadrons, each with 12 A-7E Corsair IIs. This offsets the cost of the Tomcats mentioned earlier, especially since the US Navy had mostly replaced their A-7s with Hornets by this point. While we could also use Hornets here, the greater range of the Corsair IIs makes them our preferred choice. Our attack aircraft load continues with a “Medium Attack” squadron of 10 A-6E Intruders, plus four KA-6D Intruder tankers. The Intruder is a great attack aircraft, capable of hauling a large bombload over a good distance. Having a tanker variant is also useful for long-range strikes so as to be less dependent on land-based tankers. While I could relax the desired tankers, the US Navy’s retirement of the A-6 Intruder fleet in the 90s means that I’d go for both at the ‘used aircraft’ discount. Intruders would be also useful operating from land bases.

For antisubmarine operations, we’ll add a squadron of 10 S-3B Vikings and another of six SH-60Fs. Pretty typical.

AEW&C is super important, since that gives us radar higher up and allows us to separate the radar signature from the carrier location. For that, the only real option is the E-2C Hawkeye. We’ll take a half dozen of those. We’ll also want some electronic warfare support, so we’ll add four EA-6B Prowlers for electronic attack.

And that about covers our air wing, give or take a couple C-2 Greyhounds for resupply. But those as often as not are at a shore base.