From: Owen Glover <oglover@b...>
Date: Thu, 8 Jul 1999 20:10:16 +1000
Subject: [SG] Alternate Detachments
Here is someting I've been mulling over for a while now and intend trying out at the club on Saturday. A lot of people I know are dissatisfied with the current Detachments rules in SGII so after much deliberation I would like to suggest the following mod's. Please give me any relevant feedback. Introduction: The detachments should be used to represent the Section/Squad smaller combat groupings that mey be tasked to break away for a supporting task/activity from the parent squad/section. This represents the Brit/Aussie Gun Group, Rifle Group Scout Group or the US style Fire Teams. Currently SGII has the Det moving off for a task but the Squad Leader must expend a Successful Communication each game turn to get teh Det to do anything! Even if an Enemy Squad is sitting 3" away in the open the Det can't fire unless this Comm is Successful. The Det should probably not move more than 100m or so from the parent Squad (for a number of reasons that people can argue offline if they wish). Also the Dets currently does not have to test for any morale reasons for the parent squad and vice versa. Proposal: The Squad may form a maximum of TWO Detachments; each Det has a minimum of TWO troops. This takes one Re-Org action on the part of the Squad. Detachments will normally be required to stay within 12" of Squad Leader. If ONE Det is formed, the Squad has two Actions as normal and the Det also has ONE Action. If TWO Dets are formed then the Squad has ONE Action and each Det has ONE action, unless the Squad passes it's Action to one of the Dets in a Communication (Automatic if <6" and a Comm Roll if >6" separation). Confidence Checks are conducted by the whole squad if within LOS of a element that suffers a cause for a Conf Check. ONE roll for the whole squad and applied to those in LOS for the cause. Close Assaults are conducted as normal; the whole squad or parts may declare a Squad close assualt but if the Conf Check is failed it uses up the full Activation for the Game Turn. Conclusion: This modified rule will work very well for Platoon sized games and I think will allow Mech Inf in particular to be played better. A good example is that a Platoon or less can conduct reasonably 'life-like' fire and movement; Leapfrog or Caterplillar advance etc. Those who claim it will slow down larger games with more than two platoons should consider that SGII is best played with only around 4 to 6 squads a side anyway. Anything larger and you should be looking at a DS or DS/SG hybrid game anyway. Fire Away,