[SG] Close Assault & Detachments

1 posts ยท Jul 10 1999

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

Date: Sat, 10 Jul 1999 22:46:42 +1000

Subject: RE: [SG] Close Assault & Detachments

Well thanks for the constructive comments guys. Some good points. I won't get
into a cycle of refuting and then counter arguments on a couple of the points.
Most of my adult life was spent as a professional soldier so I'm well aware of
the discussion points regarding effect on morale, fog of war, particularly at
the infantry section level and physical effects of "fight or flight" reaction
in a contact.

So........

Close Assault

After playtesting at the club today we decided that the Attacker should get
advantages for his initiative but that the defender should get advantages for
use of cover, occupying prepared defensive positions and making best use of
cover ie In Position. The Defensive Fire option we decided on is very similar
in effect to the Snap Fire that Tom referred to from Jon T.

We decided and then playtested further and came up with this Second
Draft.......

After the Attacker/Defender CL checks, assume both pass. The Attacker
does his Combat Roll, the Defender gets his Defensive Fire with Range mods for
Suppressions. If there are any casualties and the Attacker still presses his
assault he does so but without the benefit of the Die Shift up. The Defender
has no negative die shift in the open but does get negative die shifts for
each suppression. The Defender gets positive die shifts each for In Cover
(building tree line etc), In Prepared Defensive Position (eg trench, fighting
bay etc) and In Position (ie making best use of any available
cover/protection). These shifts are Open Die shifts, so Yes to the
question about Elites with advantages.

Please actually try a simple test with some figures on a table or even just a
'paper fight'. I'm pretty sure that the results will be pretty reasonable and
yet still simple to resolve.

Detachments

The playing of the Detachments was VERY well received. We did decide that any
detachments from the one squad engaging the same target had to resolve fire as
a single fire ie add up all weapons firepower and qual dice and resolve in one
die roll. Quality and Leaderships we left as the current
rules ie the Det is assumed to have same Q/L as parent.

As a result we saw the players using detachments in almost every squad. The
particular game saw 2 Indonesian Commonwealth short Companys (18 squads all
up) conducting a fight through in an Oceanic Union held piece of Urban terrain
(OU had 2 Platoons, Company HQ and Heavy Weapons Support). 5 players
on a 8'x6' playing area and took about 3 1/2 hours for the 9 turns!? The
attacker used detachments very well as he pushed his fire teams across open
space hitting the defenders with small amounts of suppressive fire or putting
down smoke. The morale tests taken by all the remainder of the squad if dets
took hits in LOS played well too.

Again I'd ask you to play this a little to see how it feels.

Now I probably won't get many responses to my reply as, like me, you're all
probably reading Jon's FMA skirmish use.

Bye for now,