[SG] Reasonably balanced forces for quick games

4 posts ยท Jun 6 2001 to Jun 6 2001

From: Brian Quirt <baqrt@m...>

Date: Wed, 6 Jun 2001 11:18:04 -0300 (ADT)

Subject: [SG] Reasonably balanced forces for quick games

I'm thinking of putting together a few Stargrunt 15mm forces which I could
take around for quick games (and use for introductory 'meeting engagement'
type games). Thus, I want a few forces which are (at least mostly) balanced
against each other, but with different styles of play (and difficulty levels)
which I can slot in against one another. Note that one of the reasons the
force numbers are coming out the way they are is that I'm trying to build
slightly non-conventional forces out of the 15mm squad packs
available....
     I haven't finalized on weapons/equipment yet, except as noted
briefly below (and what I have is tentative), so suggestions will be
appreciated there too....

So, here's my first draft. Comments appreciated:

NAC Fast Reaction Force

1 * PA Command Squad (4) 4 * PA Line Squad (5) 1 * PA Heavy Squad (6)

FSE Colonial Legionnaires Force

1 * Command Section (4)
        3 * Line Squad w/ APC   (7)
        1 * Heavy Squad w/ APC  (7)

UNSC Reaction Force

1 * Command Section (4) 4 * Line Squad (5) 1 * Heavy Squad (5) 1 * Heavy
Weapons Team (2) 1 * Sniper (1)

NSL Grenadiers Platoon

1 * Command Squad (6) 3 * Line Squad (6) 1 * Heavy Squad (8) 1 * Powered Squad
(6)

These forces may also be balanced somewhat by leadership/experience
levels. I haven't really thought about armaments, except that I'm planning (if
possible) to use mostly the example equipment from SG2.

The vehicles belonging to the FSE force will be intended to hold the entire
force, but I'm not sure who will be where. I may get a vehicle just for the
command section if it seems reasonable. I'm currently envisioning a size 2
vehicle with light armour (maybe only armour 1) and not much more than
transport space and an APSW (in Dirtside terms). The heavy weapon is likely to
be a mounted machine gun or equivalent, POSSIBLY an antivehicle weapon, but
unlikely.

Thanks for reading,

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

Date: Wed, 6 Jun 2001 10:34:48 EDT

Subject: Re: [SG] Reasonably balanced forces for quick games

> So, here's my first draft. Comments appreciated:

Well, my first thought is that the NAC PA platoon will be stronger than any of
the other forces. A PA squad is about equal to 1.5 to 2 regular squads.

I'm not sure what you mean by a "heavy" squad, versus a "line" squad, so that
makes it a little harder to decide if it's balanced.

The FSE squad looks under strength, though the vehicles would help with that.
A lot depends on whether you have the vehicles attached to the individual
squads, or able to operate on their own.

The NSL platoon, with 4 squads + command squad + PA squad looks to be
the second strongest (after the NAC PA squad). The extra troopers would be
able to soak up casualties from the UNSC squad, for instance, and that PA
squad tips it way in their balance.

I suspect the NAC is significantly stronger than the other squads due to being
all PA. The NSL should defeat the UNSC (though that sniper could cause
problems), and the FSE squad is probably at a disadvantage against the others.
The UNSC versus FSE or UNSC versus NSL would seem to be the most balanced.

However, each of these organizations can be balanced with any of the others
depending on what leadership and quality ratings you give them. Veteran or
Elite FSE Legionnaires against Green NAC PA would probably result in an FSE
romp.

> I'm

If you aren't using other vehicles, mounting a SAW on the FSE vehicles, or
another support weapon, would work fine. Depending on the IAVRs and
GMS/P's out there, though, an APC with only level 1 armour will go "pop"
fairly easily. I usually make my APCs level 2 in the front and 1 on the sides,
and even they pop fairly easily.

From: Ryan Gill <rmgill@m...>

Date: Wed, 6 Jun 2001 13:25:24 -0400

Subject: Re: [SG] Reasonably balanced forces for quick games

> At 11:18 AM -0300 6/6/01, Brian A Quirt wrote:

It really depends on the conflict involved. If its a brush fire war, the US
experience with ACAVs was pretty spot on for what was needed. APC's with 3 MGs
and some tanks thrown in. There was an infantry squad per platoon of ACAVs. A
good fast force that could bring a lot of hell down on insurgents performing
an ambush on someone else or attacking a leaguer.

I'd suspect that a force designed to go out on its own would have some organic
mortars too.

Preferable for a quick game would be two squads/platoons that are out
performing patrols on the FEBA. ie the go out at night look for enemy patrols
and see what intel they can pick up. Some will lay an ambush, others will just
patrol.

From: Brian Burger <yh728@v...>

Date: Wed, 6 Jun 2001 13:40:20 -0700 (PDT)

Subject: Re: [SG] Reasonably balanced forces for quick games

> On Wed, 6 Jun 2001, Brian A Quirt wrote:

> I'm thinking of putting together a few Stargrunt 15mm forces

WOW, that's a powerful platoon. Six PA squads will probably go thru the forces
below like you wouldn't believe.

What to you mean by a 'Heavy Squad'? More SAWs & support weapons?
Close-assault specialists?

> FSE Colonial Legionnaires Force

If this lot have decent APCs/IFVs, they'll do OK against everyone below,
and *might* hold against the PA.

I use these Infantry Fighting Vehicles: Size 3, Armour 3, Hover Mob,
GAC/2
TU, 2xSAW, 8 troops. They'll take out most things lighter than them, although
you have to remember that these *aren't* tanks! (A problem with
real-world IFVs too, I gather...)

> UNSC Reaction Force

A nice re-enforced platoon, although I'd say the line squads are a bit
small. The UNSC's full armour isn't PA, and the difference will show in the
field.

The weapons team would be something like a man-pack GMS/L, or maybe a
light mortar?

> NSL Grenadiers Platoon

Another nice re-enforced platoon.

> These forces may also be balanced somewhat by leadership/experience

OK, this lowers the capability of the Legionaires a bit. Little vehicles like
this can be dangerous in SG2, but often they're really only dangerous
to the poor saps crewing them! Don't forget all those IAVRs, and GMS/Ps
-
those'll carve up Arm 1 vehicles cheerfully. Used carefully, light
machine-gun carriers can be important, though.

As laid out, I like most of these platoons, except that the NAC PA unit needs
more serious opposition that just one of the other platoons on your list.
Maybe drop the PA down to one HQ squad, 2 line, and one heavy; they'll have
more of a fight that way, but they'll still be powerful.

For the record, my usual force of Mechanized Infantry are as follows:

1x HQ squad (8) w/ IFV
3x line squads (8) w/ IFVs

I run 'heavy' HQ squads as platoon command so they can act as reserves as
needed; I also don't often run the full platoon - four of those IFVs w/
full infantry load is a powerful, flexible force

My PA is currently only a short platoon:

1x HQ (4) 2x line (6)

Eventually (ie when I get around to painting them) there'll be a third line
squad. The force has a good mix of heavy weapons (infantry plasma),
rifles, and close-assault flamers, so they're fairly scary.

My $0.02,