FMA Brigade

7 posts ยท Dec 21 2001 to Dec 23 2001

From: Laserlight <laserlight@q...>

Date: Thu, 20 Dec 2001 22:21:35 -0500

Subject: Re: FMA Brigade

Stll puttering away at this. Right now I'v kind of got a feel for scale and
attributes, but I have these subjects as yet unresolved: a. how to incorporate
supply in a way that is simple yet important ("amateurs talk about tactics;
professionals talk about logistics") b. how to show the effects of better
leadership while still enforcing "span of control" c. how to handle the turn
sequence in such a way that both players remain involved while neither side is
certain as to what will happen next.

Right now I'm stuck on how to deal with supply, but I'm thinking to combine b
and c thus:

The player is a brigade commander and has control of a number of battalions.
Each battalion is formed of companies.

Battalion activation is determined by drawing from a deck. Each battalion has
a card assigned (1st Armored = 10 of Spades; 3rd Infantry = 6 of Spades, etc).
Extra cards are added based on the commander's quality, so a d10 brigade
commander would add 10 cards
(2-J of Clubs, say).   There are also two "end of turn" cards (eg
Jokers) in the deck. Both sides alternate drawing one card at a time. a. if a
card corresponds to a specific unit, that unit activates normally (even if it
has already been activated) b. If a commander draws one of his quality cards
(in this example, a Club rather than a Spade), he may activate any unit that
has not yet activated, or he may hold it and pass; by using two quality cards,
he may activate a unit that has already been activated this turn. c. when a
Turn End card comes up, the turn is over. Any quality
cards that the commander held are wasted--they cannot be carried over
from turn to turn. Return all cards to the deck at the end of each turn and
shuffle. Extra cards can be assigned other values (eg weather change, arriving
reinforcements, etc)

When a battalion activates, it rolls for action points (per DBA's PIP
dice), using the battalion HQ's quality die--so d4 leaders can't
expect to control more than a couple of units at a time.

From: Edward Lipsett <translation@i...>

Date: Fri, 21 Dec 2001 12:29:55 +0900

Subject: Re: FMA Brigade

I often wondered if you couldn't implement supply in a way similar to command
control.

Make up some truck units with minimal combat capability and normal movement.
Any unit within x range of the truck park, after the trucks
have been immobile for at least x time (representing set-up of the
supply depot) are considered in-supply. Any unit outside that range,
or if the trucks engaged in movement or combat, must roll to see if it is out
of ammo (or whatever).

Of course, this would force players to defend their supply bases and convoys a
bit more seriously...

> Laserlight wrote:

From: Michael Brown <mwbrown@s...>

Date: Thu, 20 Dec 2001 22:00:34 -0800

Subject: RE: FMA Brigade

Using Patton's rule of thumb "give orders one level down and know what's

happening two levels down" the playing pieces represent companies. At this
level resupply is something that happens daily for the basics and on an
emergency basis for those critical events that occur. Maybe incorporate a
supply company and have "Out of Ammo" events like in Fire and Fury to get
players at least working on tactical supply. Ammo or fuel limits could be die
roll or roster based. Works the Log issues into B and C below. For example:
Unit Zebra rolls hot this turn, therefore is "Out of Ammo". Do I expend
command assets to pull it from the line and resupply? Or do I hope they can
hang on for a turn or two? Random event cards based on some sequence of die
rolls is another possibility.

Michael Brown

[quoted original message omitted]

From: Laserlight <laserlight@q...>

Date: Sat, 22 Dec 2001 17:54:17 -0500

Subject: Re: FMA Brigade

From: Michael Brown <mwbrown@veriomail.com>
> Using Patton's rule of thumb "give orders one level down and know
At this
> level resupply is something that happens daily for the basics and on

Okay, I'd say that if a unit isn't in supply, it has a reduced attack and a
reduced move. Maybe reduced morale also. Now, how long does this take to
happen? ie if the time scale is 1 turn for, say, 4 hours, then being out of
supply for a few turns isn't going to be all

From: Michael Brown <mwbrown@s...>

Date: Sat, 22 Dec 2001 17:47:15 -0800

Subject: RE: FMA Brigade

Only if you as the player are unconcerned about the reduced capabilities. This
can also be used as a scenario rule (unsupplied until turn 3...). A company in
a modern task force would be lucky to get re-supply within 4 hours.
Emergency stocks for a battalion would be about equal to 1 company's basic
load (food, fuel, water, etc). This is what the player could allocate during a
game.

Michael Brown

[quoted original message omitted]

From: Laserlight <laserlight@q...>

Date: Sat, 22 Dec 2001 22:24:31 -0500

Subject: Re: FMA Brigade

> Only if you as the player are unconcerned about the reduced
Emergency
> stocks for a battalion would be about equal to 1 company's basic

I don't think I explained myself clearly. If my company starts fully supplied
and attacks (or defends, which uses up more ammo), how long will it expect to
wait until the next round of supply? If the supply shipment is delayed, how
long will it take until that delay has an effect on the unit's capabilities?
I'm not military myself so I need

From: Don M <dmaddox1@h...>

Date: Sat, 22 Dec 2001 22:32:26 -0600

Subject: Re: FMA Brigade

> I don't think I explained myself clearly. If my company starts fully
First Log-pack push from BN with in two hours, followed up by general
re-supply to BN S-4 at same time from Div. S&T BN (this is for food and
repair parts ect). Ammo is a separate issue normally done by BN ammo PLT
although