[SG] Low Quality Armies was Re: Why Arabs Lose

1 posts ยท Sep 11 2002

From: Laserlight <laserlight@q...>

Date: Wed, 11 Sep 2002 09:20:02 -0400

Subject: [SG] Low Quality Armies was Re: Why Arabs Lose

> One point to keep in mind is that many of the problems he discusses are

So let's apply this to, say, the Citizens' Republic of United Diptheria,
ethnically composed of a Hittite majority with a minority of Grand Fenwickians
and the inevitable contingent of breakaway NAC rebels. The Diptherian national
character and military system has all the flaws discussed. How do we represent
the effect on the CRUD army in SG?

Taking a page from Striker, we could have various levels of initiative. Each
unit could be assigned an objective (go to Point Kilo and prevent the enemy
from using Route 17); you'd have to make an initiative roll to deviate from
your orders. The platoon leader could direct each squad but would have to
spend an action (or more than one) to do so.

Or you could just say that when you activate a squad, you state your intention
as to what it should do, and roll QD vs Leadership (downshift the die if the
unit is presently under fire; has taken casualties; or if the action is "not
doctrine" eg an APC crew ordered to dismount as scouts, or a HQ unit who has
to be infantry). If you pass, you can carry out the
action; if you fail, you dig in/fall back/sit tight.

Other suggestions?