[SG] Ambushing was RE: [SG2] Need Help with Scenario OOB!

8 posts ยท Nov 22 1998 to Nov 22 1998

From: Thomas Barclay <Thomas.Barclay@s...>

Date: Sat, 21 Nov 1998 19:34:47 -0500

Subject: Re: [SG] Ambushing was RE: [SG2] Need Help with Scenario OOB!

Glover, spake thusly upon matters weighty:

Good feedback Owen. I've added a couple of comments of my own.

> The problem I see with only four squads is that you can only engage

With Plasma Guns (what Brian was thinking of) and PA for each of the
ambushers, I don't think this is a problem. He would just split the 4 man
squads into two man fire elements, and engage each APC with 2 Plasma Guns. Not
good for the APCs. That would let him hit 8 vehicles at once. Some would be
further away than others, but ideally (from a gaming perspective) the defender
would like to have one or two vehicles survive (else if everything is dead, no
fun to be had). Maybe this is a hasty ambush so they only had the forces
available
and no time to mine? Maybe it is a blocking/screening force?

> I would suggest that you have squad for squad or at least enough

See above comment. You already out armour, out firepower, and out tech (which
should show up in system quality) the defender plus you have surprise. I think
the defender will be in a world of hurt. What you are suggesting is good
tactics to wipe out your enemy. Not much fun for a game... (sigh). Sometimes
the best RL battle would make crappy wargaming (ie who would have wanted to be
an Iraqi during the Coalition assault.... talk about a one sided walkover).

> If you wish to be accurate you should be allocating some squads to

True, or assume your sensors on the BD (and they have quite a sensor suite)
can give you warning in time to react.

> If you are ambushing vehicles then you damn well better have vehicles

BD typically has integral grav belts. At the least, it is fast PA. At the
best, it can fly at up to about 160 kph.

> In the end I wouldn't get too concerned about the tech level

The worry was, I believe, the other way.... with 16 PGMPs firing on the
APCs... there might not be any survivors to conduct a battle....

> Er, may I ask what size table you are playing on as 7 vehicles spread

Well, that assumes your spacing is 50m. That may be your standard, but I've
seen a few convoys in hostile areas (or potentially so)
closer than that - say 15 to 20m. Not a good plan.... but it has been
done.

Tom.
/************************************************

From: Owen Glover <oglover@b...>

Date: Sun, 22 Nov 1998 11:04:04 +1000

Subject: [SG] Ambushing was RE: [SG2] Need Help with Scenario OOB!

[quoted original message omitted]

From: Allan Goodall <agoodall@a...>

Date: Sun, 22 Nov 1998 08:41:01 GMT

Subject: Re: [SG] Ambushing was RE: [SG2] Need Help with Scenario OOB!

On Sun, 22 Nov 1998 11:04:04 +1000, "Glover, Owen"
<oglover@mov.vic.gov.au> wrote:

> The aims of ambushing are as follows:
<<snip>>
> b.To Disrupt Enemy Movement. Ambushes may be used in front of and

This is what I was thinking about.

> The problem I see with only four squads is that you can only engage

Except that it's 4 squads with a command squad. The command squad activates
two squads in the fist time itself with the transfer command, giving 6 squad
activations in turn 1.

> If you wish to be accurate you should be allocating some squads to

Hmmm, good point...

> If you are ambushing vehicles then you damn well better have vehicles

It takes place in thick woods. The ambushers will have to get off the board on
a particular board edge, representing them withdrawing to their evacuation
vehicles (grav rafts or some such).

> Er, may I ask what size table you are playing on as 7 vehicles spread

The table can go to 8 feet long. I've been thinking that 5 to 6 vehicles would
be the max (though I COULD field 7). The figures are 15mm, so the battlefield
won't seem too clogged...

> Looking forward to seeing the pickies anyway.

From: Allan Goodall <agoodall@a...>

Date: Sun, 22 Nov 1998 08:44:43 GMT

Subject: Re: [SG] Ambushing was RE: [SG2] Need Help with Scenario OOB!

On Sat, 21 Nov 1998 19:34:47 -0500, Thomas Barclay
<Thomas.Barclay@sofkin.ca> wrote:

> Maybe this is a hasty ambush so they only had the forces available

I was thinking that, to keep things a little bit cleaner.

> The worry was, I believe, the other way.... with 16 PGMPs firing on

Yeah, that was the worry. I'm beginning to think that I'll have to go with
lower tech weapons...

> Well, that assumes your spacing is 50m. That may be your standard,

I was going to leave vehicle spacing up to the player...

From: Owen Glover <oglover@b...>

Date: Sun, 22 Nov 1998 19:01:52 +1000

Subject: RE: [SG] Ambushing was RE: [SG2] Need Help with Scenario OOB!

[quoted original message omitted]

From: Los <los@c...>

Date: Sun, 22 Nov 1998 11:21:56 -0500

Subject: Re: [SG] Ambushing was RE: [SG2] Need Help with Scenario OOB!

> Thomas Barclay wrote:

> With Plasma Guns (what Brian was thinking of) and PA for each of

What about security? If everyone is shooting who's watching the flanks and
rear? We normally find about one thirs or so of the ambushing force (maybe
less depending on how daring you want to be), will not being even looking at
the kill zone.

From: Los <los@c...>

Date: Sun, 22 Nov 1998 11:24:52 -0500

Subject: Re: [SG] Ambushing was RE: [SG2] Need Help with Scenario OOB!

One other thing about the my ambush security comment. If you are GMing a game
with this scenario. If the ambusher doesn't put out security and totally
disregards it, then you can introduce a "reaction force" to punish him for his
oversight. That'll be a great lesson.

From: Neil <rppl@p...>

Date: Sun, 22 Nov 1998 15:18:53 -0800

Subject: Re: [SG] Ambushing was RE: [SG2] Need Help with Scenario OOB!

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> From: Glover, Owen <oglover@mov.vic.gov.au>
I was
> SNIP
If
> the ambush is well planned and initiated correctly the PGMPs should

I was wondering if you had considered any Traveller/Dirtside
conversiions as well, I've been playing around with a few ideas and was
curious to see what others had done (Zhodani teleport commandos anyone)?