From: Adrian Johnson <ajohnson@i...>
Date: Wed, 25 Jun 2003 03:11:46 -0400
Subject: RE: SG2 Platoon leader casualties & GMS/P against infantry?
Hi Thomas, > Finally, with an 8-man squad and counting casualties as potential Even > though I nominally killed the platoon leader TWICE, the FSE command Well, Allan's comments gave you lots to think about re whether or not the commander could transfer actions at all, but I thought I'd toss in my $0.02 on the issue of leaders. I've played plenty of SG games where someone's command squad is getting toasted and command passes down the chain within the squad, so eventually the support weapon gunner or the EW operator are commanding the platoon. I think this is silly, and certainly is unrealistic. For one take on how you might approach this, check out Tom Barclay's "Platoon Sergeant" rules on our website, at: http://www.stargrunt.ca/rules/sg2_platoon_sergeants/sg2_platoon_sergeant s.htm I would like to try approaching the issue like this: The ability to command the platoon (and transfer actions) normally passes down the chain to SOMEBODY if the platoon commander and then the senior NCO are casualties. Usually, it would be the next senior squad commander, then the next, and so on, down through the platoon's NCOs. That would be a bit of a pain to model in Stargrunt - mostly from an "administration" point of view. But command has to pass to someone. On the other hand, in any one single battle, if too many command levels are made casualties, unless you have a very, very experienced and confident unit, what you'll have is chaos not a smooth transition of leadership. How about saying that in the platoon command squad, you have two capable commanders (the platoon officer and the platoon senior NCO). If the officer is a casualty, the senior NCO takes over (and you use the normal procedures in terms of morale/confidence checks, suppressions, etc). If the senior NCO goes, then that command squad loses the ability to transfer actions. You could just stop things here, and say that for the purposes of any one single Stargrunt battle (which are usually representing relatively short engagements between small forces), if you lose your platoon officer and platoon sergeant, you lose the ability to transfer actions. That raises the possibility that you could designate one of the OTHER squad leaders as the platoon sergeant, so that if the officer is a casualty, the ability to transfer actions switches to another squad. Alternatively, you could take a peek at TomB's rules for playing leaders as individuals: http://www.stargrunt.ca/rules/sg2_leaders_as_individuals/sg2_leaders_as_ indi viduals.htm You could do what I suggested (command squad has 2 allowable "platoon commanders" and once they're gone, the command squad can't transfer actions any more) but add one more wrinkle. Designate one of the other squad leaders as the senior squad leader of the platoon, and if the officer and platoon sergeant are lost, that squad leader can take over partial command of the platoon. The new "platoon commander" (ex-senior squad leader) can transfer ONE action within the platoon (though his squad is allowed two actions as normal - they can just only use ONE of them to transfer). This represents the decreasing ability of the command-and-control structure of the platoon to deal with the confusion of losing too many command levels. If THAT leader is a casualty, then his squad is taken over by someone else, but the ability to transfer actions within the platoon is lost. This way, you have some ability to absorb casualties among the command staff of the platoon and keep fighting effectively, but only a limited amount rather than the current "my 8 figure command squad enables me to have 8 different platoon commanders..." situation that seems to occur in many games. It also gives some "feel" for the way command would start to break down as the leadership is lost. Regarding your questions about GMS versus infantry - I always thought the restrictions against using GMS against infantry don't make sense. It happens now, it has happend before (Falklands, Gulf War I, etc.), and I've always played that you CAN do it in Stargrunt games. How we resolve it depends on the target: For non-PA infantry, we give them a Basic level of ECM which is modified by cover (difficult to target people who are hiding), and roll the attack with ECM vs. Guidance/Quality as per normal. Damage is d8 impact from shrapnel, same as with other heavy weapons vs. infantry. For PA, I've played a this a couple of different ways, but the method that I like is that you can either target ONE PA trooper, in which case the PA gets basic ECM (unless you give them something more crunchy) and his regular armour vs. the GMS hit (treat him the same as a vehicle target) BUT the damage can only be against that one PA, or you can target the whole squad just as you would a non-PA squad above. We play that you can't choose which PA suit you're shooting at - you can just say "I'm targeting one not the whole squad" and randomize which one is hit if you do hit. This is to prevent people from using GPS as a substitute for snipers and being able to snipe out the PA squad leader... I have played this using GMS-L and GMS-H also, using the same rules. I remember reading somewhere that the US is trying out Hellfire missiles with the anti-armour warhead replaced by a fragmentation warhead designed to work against softer targets, so that the Hellfires can be targeted at high-value human targets (through windows, etc) and do more damage. Related to this, I've always liked the idea of a multiple-setting warhead - anti-air as one setting, anti-armour as another setting, and anti-personnel as a third. This might be interesting for Stargrunt - you can change the setting of your GMS warheads (maybe this can't happen with GMS/P because they're too small??), and the effects would be different. For example, GMS-antipersonnel - roll attack as above, but d10 impact instead of d8 - or something like that. Anyway, just a thought.