From: David Reeves <davidar@n...>
Date: Thu, 21 Mar 2002 11:03:42 -0500
Subject: re: Scouts....
Mechanics of Scouting hopefully, the following descriptions with give everyone some ideas how to implement recon in their DS2 and SG2 games. now that I look it over it is a bit rambling, but I hope you get the idea. the best game I've had played that did a good job with scouts is Command Decision (latest version = 3), a WW2 miniatures game. in CD, each stand of infantry (2-3 figs) = 1 platoon. recon are 1 fig/stand and represent 1 person upto 1 squad. there are dedicated recon stands or "temporary" ones. the temporary recon groups are infantry platoons that split into 2 squads whose priamry purpose is to scout. each CD game starts with concealed deployment regardless of engagement type. this can be fully hidden (using drawn maps) or group counters. each co-located group get a hidden counter to place. then a random number of dummy counters are used to add to the confusion. we invented a slightly different alternative to fully hidden deployment. since we use GeoHex (Hi KR!), we use extra terrain pieces on which to deploy, then place them on the table when discovered. it cuts down on the map scribbling. spotting enemy forces includes several factors: * training (quality) of spotting unit * dedicated recon unit or ad hoc? * target in cover and what type (open, woods, dug in, combo)? * target moved (half or full move)? * target fired? * spotter moved (half or full move)? * spotter is armor? * what distance? it's easier for infantry to spot vs armor spotter moving makes spoting harder target cover makes spotting harder target moving and firing makes spotting easier some actions can be seen from far away, while others require close range so, a target moving and firing in the open is the easiest to spot and can be seen from a further distance. a stationary unit, dug-in and in woods cannot be seen until real close. imagine the surprise when a recon group creeps up to within 3" (150m) of a woods line, a hidden infantry company opens up on them. they don't feel so good, but the tank company providing cover for the recon group grins happily as they load up HE.... each group (usually a company, 4-6 platoon stands) gets a spotting roll in the following sequence. turn sequence (roughly) ----------------------- movement spotting opportunity fire spotting general fire so some decision must be made as when to fire and reveal your position. there is also recon by fire. fire at suspected locations (with some negatives), hoping to causes suppression. enemy may fire prematurely while the getting is good. oh yea, this is mostly done without a referee and is pretty smooth when everyone knows the rules. Tactics & Psychology -------------------- it's an interesting study in tactics and people when hidden deployment is used. I've noted how everyone (inclduing myself) gets a lots more cautious when you lack that God-eye view. the boogie man seems to jump out of every bit of cover, corner or structure. it's especially interesting to see the attacker's angst of pushing his force closer to make his scenario deadline, but cringing at potential ambush points. this forces new tactics, like probing, artillery prep, airstrikes, ground and air recon, force reserves, unexpected attacks, etc. even tho it's a bit of extra effort, it adds tremendous excitement and generates lots of club stories. I love the one where my German motorcycle recon company ambushed a lead Russian battalion. they threw them into such confusion that their attack stalled just enough to move reinforcements into a very weak area. it saved the day. have fun. Dave