Original post on [Stargrunt-Fullthrust] Another SG2 squad question

3 posts ยท Jul 22 2002 to Jul 28 2002

From: Glenn M Wilson <triphibious@j...>

Date: Sun, 21 Jul 2002 23:44:37 EDT

Subject: Original post on [Stargrunt-Fullthrust] Another SG2 squad question

In my probable last post for a while, I wanted to submit a SG2 squad (I posted
all of the little nations version 0.1 Squad organizations on the
Yahoo Stargrunt-Fullthrust list) to response to discussion about all
rifle Squads.  The PHR have no SAW/PIG/etc support weapons in their line
infantry squads. Just AR's and CAW's.

Gracias,
Glenn/Triphibious@juno.com
This is my Science Fiction Alter Ego E-mail address.
Historical - Warbeads@juno.com
Fantasy and 6mm - dwarf_warrior@juno.com

--------- Begin forwarded message ----------
From: "triphibious" <triphibious@juno.com>
To: Stargrunt-Fullthrust@yahoogroups.com
Subject: [Stargrunt-Fullthrust] Another SG2 squad question
Date: Wed, 03 Jul 2002 03:35:57 -0000
Message-ID: <aftret+sk44@egroups.com>

Okay, I have my little back water campaign setting for DS2 and Ft and
recently, drum roll, SG2. Yes, I actually bought SG2...

My question (I read the previous SG2 Squad threads - Hi BadDawg,

kh_ranitzsch, Dave Horung and others) is about size and equipment of a
squad I ahve designed for an 'oddball' nation.

I mostly have the SG2 designs for the 'nations' in my little forgotten
part of space (LLP - League of Latino Peoples - the 'collaboraters' to
KH's alternate LLAR, which I find much more realistic but hey, it's a game)
the NPC Native People's Circle (partway between assimilation
and The Thousand Nations,) SAI - South Asian Imperium (Indians, et.
al. who did not want in the ESU,)  RRR - Royal Russian Republic ( semi
[very semi] autonomous self financed RH group,) NEA (New European
Association)(didn't like the FSE or the NSL and don't play nice with
others - particularly the NPC and LLP,) the IJK (Incorporated Japanese
Kingdom, Who needs a democracy when you have The Board?) plus the soon to be
renamed due to trademark conflicts Great Bear Republic (FCT dissidents)
running around 6 to 8 figures with various 'toys' in their
mixes but the 'just got to be different' PHR (People's Holy Republic -
think Evangelical Christians meet Communists and merge) runs with 10 man
squads. and of course since reality is a concept they subsume under doctrine
and political rhetoric, it's a very strange squad mix.

The alpha test version 0.1 of the PHR squad is:

SL - SMG/MP
ASL and political NCO - Assault Shotgun
2 x Grenadiers - LT AR with unerslung GL (this LT AR is so very low
tech that it just misses being archaic or civillian weapon - no other
human force uses anything as LT as this AR)
6 x Soldiers - said LT AR

This is neither supposed to be a munchkinette squad nor a white elephant but a
'way different' organization for Sg2 games.

What are the problems I am going to have giving a player a force on thsi
model? His Opponent? What are it's stengths and weaknesses in SG2 (never
played only one read through so far.) What do I need to do
to keep game balance with thses versus the more common 6/8 man squads
(I can post typical infantry squads for theother forces for comparison if that
would help but they are version 0.2 so they might change.)

I do not plan to have these guys in my first few attempts at a SG2 game but
they are a player in my DS2 schema and will eventually show up in SG2 games I
am sure.

Comments, advice and analysis welcomed.

Gracias, Glenn

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--------- End forwarded message ----------

From: John Atkinson <johnmatkinson@y...>

Date: Mon, 22 Jul 2002 16:52:32 -0700 (PDT)

Subject: Re: Original post on [Stargrunt-Fullthrust] Another SG2 squad question

> --- Glenn M Wilson <triphibious@juno.com> wrote:

> The alpha test version 0.1 of the PHR squad is:

Your odds of creating casualties are slim to none.

d12 and quality dice. Gotta beat cover die on both to kill someone.

From: Laserlight <laserlight@q...>

Date: Sun, 28 Jul 2002 09:16:03 -0400

Subject: Re: Original post on [Stargrunt-Fullthrust] Another SG2 squad question

> --- Glenn M Wilson <triphibious@juno.com> wrote:

John A replied:
> Your odds of creating casualties are slim to none.

Assuming I wrote the spreadsheet expressions correctly:
                                       Defender
4 6 8 10 12
4	37.50%	   25.00%     18.75%	 15.00%     12.50%
6	58.33%	   41.67%     31.25%	 25.00%     20.83%
8	68.75%	   56.25%     43.75%	 35.00%     29.17%
10     75.00%	  65.00%     55.00%	45.00%	   37.50%
12     79.17%	  70.83%     62.50%	54.17%	   45.83%

The probability of the attacker's die (down the column) beating the
defender's die (across the row)--so if A is a 6 and D is a 10, we see
that A has a 25% chance of beating D.

Let's say D has a d8 to defend. Let's say your squad quality is Regular d8 and
your FP is 12. Your chance of causing casualties is.625 *.4375 = about 27%.
Your chance to miss completely is
(1-.625)*(1-.4375)=~ 21%.  Therefore you will suppress, but not cause
casualties, nearly 52% of the time.

Now let's say you add a support weapon, say a SAW with d10 firepower. With
three dice, there are eight combinations of what hits and what misses. Your
chances of completely missing drops to ~ 9.5%; suppression only is ~35%; you
will get hits over 55% of the time. So