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,