From: Barclay, Tom <tomb@b...>
Date: Thu, 5 Oct 2000 11:45:08 -0400
Subject: first SG2 game
Well, first I'd like to thank Flynn for a wonderful AAR. Well described for the most part:) Second, welcome to the fold. SG2 is a wonderful game. Many more options, alternatives, and decisions (IMO) than in FT though the game sometimes takes a bit longer. Third, Brass Tacks: 1) What was the exact force mix? Sounds like two-three squads vs. the same number. 8 men to a squad? If that's the case, you just can't match UN Fast d12 PA vs. PzGd. It just isn't fair to the poor Teutons. Firepower plays a big role in the game, but the fast movement of PA and the devastation of a PA close assault really change the dynamics. PA should (IMO) be rated at somewhere between 1.5 and 2 normal figures (depending on the figures in question). If you were using the UNSC Marine TO&E off the net, I'd say they're a pretty potent adversary. 2) Dummy counters. I'm not sure what the "OFFICIAL" rule is (don't recall, don't much worry about that anymore because I'm comfortable with the rules as we play them) but I generally allow dummies to move in these kind of situations. 3) One way I find to give more flexibility to forces (though it makes them a bit more brittle, best done with REG or better troops - actually can be justified by superior training allowing greater articularion) is to setup a platoon roughly as follows: (example) a) Cmd Sqd (3 or 4 guys) b) First Sqd, Fireteam A (4 guys) c) First Sqd, Fireteam B (4 guys) etc. for the other two squads. This ends you up with 2 manouvre and fire elements per 8 man squad. They take casualties worse, their fire is less concentrated (but more efficient, given the falloff in the efficacy of small arms in large numbers in SG2 rules), but they suffer suppressions better (more units to suppress) and they give you more tactical flexibility. Something you might think of trying down the road. More manouvre units do slow the game a bit though. Enjoyed hearing your exploits, look forward to more.