FireteamTweak.

4 posts ยท Apr 6 2005 to Apr 7 2005

From: Evyn MacDude <infojunky@c...>

Date: Wed, 06 Apr 2005 16:22:02 +0100

Subject: FireteamTweak.

> Allan Goodall wrote:

> 1. Fireteams exist within a squad structure. They train to mutually

Yes, there needs to be some function in there that rewards team play within
squads. At this point I probably gonna work backwards, try and
get a functioning command/activation fix for vehicles then figure out
teams vs. squads. The quick and dirty look like it will do for now.
> 2. SG2's morale is pretty forgiving. As written, you only have to make

> the more serious Confidence Tests when a squad has lost more than half

> of its troops in a single attack (I'm ignoring artillery and aerospace

> attacks here). Smaller squads have an advantage in that they are

> before it can break or rout. So, if you model your fireteams as

> diluted. Now, there's an obvious solution to this: use one Confidence

Thay is a good point and Idea. And if works back into the vehicles fixxes.

> Example: one fireteam is under artillery attack and another is

Yes...

> 3. What purpose is served by the Squad Leader? Modern U.S. infantry
What
> does this squad leader do when you have fireteams as independent

> the firepower die? Or should he have some sort of benefit to the squad

> as a whole?

That really is coming up against one of the things I have been hitting, How
many command levels should there be on the board.

> Beaten zone rules.... Yes, a general supression fire rule might be

They are great for denying parts of the battlefield.

> My main web page is http://www.hyperbear.com. The Beast gave you the

Cool, thanks.

> I prefer playing SG2 in 15mm scale, too. When I have the room, I play

That is one of the things I have been playing with.

From: Allan Goodall <agoodall@a...>

Date: Thu, 07 Apr 2005 09:13:01 -0500

Subject: Re: FireteamTweak.

The GZG Digest wrote on 4/7/2005 1:00 AM:

> Date: Wed, 06 Apr 2005 16:22:02 +0100

If you are using fire teams, you can play SG2 as a platoon game. This means
you'll have the platoon commander on the board, as well as the squad
commanders. You could even give one side an edge by giving them a company
commander, too.

Remember to make use of Jon's ruling about command levels:

"No squad may be activated in one turn more times than there are command

levels present on the table, where squad leaders = command level 1; platoon
leaders = command level 2; company commanders = command level 3,

and so on.

"Thus: if only squads are present on-table, no squad may activate more
than once (there is no-one to transfer actions); if a platoon command is

present then a squad may be activated twice (its own and one
re-activation), if company command is present a single squad may
activate up to three times (its own, platoon commander reactivation and
company commander reactivation of platoon commander, who reactivates the

squad), etc."

Jon wrote that for the Rules As Written. If we go with Chris' (Laserlight)
suggestion of having squad leaders Transfer actions, then each fire team could
be activated a maximum of twice per turn if there was no platoon commander,
three times per turn if there was a platoon commander, and four times per turn
if there was a company commander present.

From: Laserlight <laserlight@q...>

Date: Thu, 7 Apr 2005 10:50:24 -0400

Subject: Re: FireteamTweak.

> If you are using fire teams, you can play SG2 as a platoon game. This

Company HQ... but probably not the rest of the company, unless you have
nothing else going on that weekend.

From: Doug Evans <devans@n...>

Date: Thu, 7 Apr 2005 10:04:05 -0500

Subject: Re: FireteamTweak.

Why do I have this vision of the latest dance craze when I'm looking at the
subject title?

I guess it's a vacc-head thing...

The_Beast