> Tomb wrote:
In
> > fact, fake orders can probably be easily substituted/created.
At the last ECC Stuart Murray ran a spontaneous SGII game set in
the Vietnam era. Looking for a pick-up game to get in on, I got
to be one of the baddies. Our VC commander had a single land line comm
connection to two mortar teams and that was it for us. We were not allowed to
communicate with each other unless we sent runners between platoons, or two
platoons were within a defined distance from each other and could shout. The
American guys had radios and everything and could talk up a storm. It was very
interesting to play this out, trying to maintain our own objective(s) without
communicating with one another (and the mortar teams could only talk with the
commander, no one else, so if we saw a need on the other side of the valley
for an artillery strike, we had to
send a runner - who could be intercepted by the evil Americanskis
and thus prevented from delivering his message).
It worked out pretty well. IIRC the Americans could do some limited jamming of
the phone line, but I don't rightly remember. I didn't have the command
platoon, being rather busy on the other side of the valley trying to hold off
an Americanski advance. I thought there were a couple of opposed EW rolls on
their side of the table, but due to our communication restrictions, didn't get
to pay as much attention as I might have normally.
> > [Tomb] I stand corrected! I think of comms as "over air" but you are
The technology might be too far advanced to allow jamming. If the jamming
technology is designed to spoof high tech signals by reading frequencies
and inserting noise and such like, a simple landline might defeat it.
REMEMBER, terrain and weather interfere with radio comms too.
and weather effects land line comms as well.
question about the RVN game;
did the VC forces have the less than flexible, command structure?
without comms, they nearly always had planned ahead how th battle would be
fought, with the most common option being;
if things do not go as planned, cut and run.
AN an awful lot of RVN combat ops make good SG II scenarios.
> DAWGFACE47@webtv.net wrote:
Oh, yes, we had a totally inflexible command structure. Stuart
gave us *5* minutes to discuss our plans/orders. he was quite
firm on that. My commanding officer hadn't grasped just how short a time 5
minutes can be (repeat: Stuart was *firm* on this!) and gave my platoon and
the other platoon with me rather incomplete orders. Given our limited orders,
we held the Americans back from the part of the valley we were overseeing
(they were to 1) advance through the valley, and 2) attempt to find the hidden
bunker; we were nowhere near it). We mnaged to be quite successful at crushing
a few American squads, forcing them to retreat. But not before they gave us a
parting kiss of artillery which all but wiped out my and the other guy's
platoons.
> if things do not go as planned, cut and run.
Fortunately [for us] we did not have to exercise that option. Either the
Americans were running, or the VC were obliterated
(iirc, my command squad and one half-destroyed rifle squad
were all that remained on our side of the board)