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.