SG2 command activations

5 posts ยท Mar 28 2001 to Mar 29 2001

From: Barclay, Tom <tomb@b...>

Date: Wed, 28 Mar 2001 17:28:03 -0500

Subject: SG2 command activations

How about (modifying what Jon said):

<It is a bit longer, but I think it covers all the bases pretty clearly>

===============================

"No squad may be activated in one turn more times than there are command
levels present on the table."

Where squad leaders = command level 1; platoon leaders = command level 2;
company commanders = command level 3, and so on.

Thus:

If only squads [no command unit present] are present on-table,
no squad may activate more than once (there is no-one to transfer
actions);

If a platoon command is present then a squad may be
activated twice (its own and one re-activation from the platoon
commander).

If company command is present a single squad may activate up to three times
(its own activation, an activation from the platoon commander as part of his
normal activation, and a further activation either directly from the company
commander or from the company commander via a reactivated platoon commander).

No command element may reactivate a subordinate element more than once per
activation.

No command element may reactivate a subordinate element more than once per
turn UNLESS the command element itself has been reactivated by a higher level
command element (and must still follow the preceding stipulation about only
reactivating a its subordinate once per activation in any case).

From: John Atkinson <johnmatkinson@y...>

Date: Thu, 29 Mar 2001 06:08:06 -0800 (PST)

Subject: Re: SG2 command activations

> --- "Barclay, Tom" <tomb@bitheads.com> wrote:

> If we every, in a fit of absolute insanity (why am I

FWIW, Carter only had a short batallion attacking.
Defense forces were about two batallions (of low-tech
troops).

But that sounds like fun. If I could come up with the minis to put an Imperial
light batallion (I havn't even decided which figures I want to use for them)
up against a horde of Islamic troops... Of course, I'd start that at a Con at
0900 on Saturday and just go to the end. The problem arises with the issue of
space to
run this--I'd need a ball floor.  And at least one
player per company, including HHC (Scouts/Mortars/Air
Defense) and plus a batallion commander. Per side.

From: Rick Rutherford <rickr@s...>

Date: Thu, 29 Mar 2001 09:49:07 -0500

Subject: RE: SG2 command activations

> Barclay, Tom wrote:

Well, there's one problem with that -- if a company command is present,
then the rules actually allow a squad to be activated four times:

1: Squad activates normally. 2: Platoon leader activates squad. 3: Company
commander activates platoon leader, who then activates squad. 4: Company
commander communicates directly with squad & activates it (skipping one link
in the chain of command, and using a smaller a
die-type).

In 3 & 4, the company commander is reactivating two different subordinate
elements, so technically it isn't against the rules. However, it does violate
the spirit of the rules (IMO) (and probably also the realities of using a
chain of command).

From: Laserlight <laserlight@q...>

Date: Thu, 29 Mar 2001 12:00:43 -0500

Subject: RE: Re: SG2 command activations

John Atkinson, contemplating SG Batallions:

> But that sounds like fun. If I could come up with the

Use 6mm troops, the figures are close to ground scale; or reduce groundscale
too, if you like, that way you only need a reglar room instead of a ballroom.

From: Andy Cowell <andy@c...>

Date: Thu, 29 Mar 2001 11:07:31 -0600

Subject: Re: SG2 command activations

In message <20010329120087.SM01292@m2w072>, "laserlight@quixnet.net" writes:
> Use 6mm troops, the figures are close to ground scale; or reduce

On a lark, I just bought some 2mm figures-- you could just use a