[SG2] Points

3 posts ยท Mar 12 2004 to Mar 12 2004

From: Laserlight <laserlight@q...>

Date: Fri, 12 Mar 2004 00:01:42 -0500

Subject: [SG2] Points

Thinking about squad sizes: given 6 troops with FP2 weapons and QD8, what is
the most efficient way to arrange them?

Part one is "doing damage". To summarize the arithmetic, the odds are as
follows. For the first two arrangements, totals do not add up to 100% because
oof overlapping between hits and suppressions.

A: Three teams of 2 soldiers (FP4): Complete miss: 9.48 At least one
suppression: 84.1 At least one hit: 14.48

B: Two teams of 3 soldiers (FP6) Complete miss: 14.9% At least one
suppression= 72.7% At least one hit = 25.6%

C: One team of 6 soldiers (FP12) Complete miss = 21.1% Suppression = 51.6% Hit
= 27.4%

Two factors I havent analyzed yet: given that multiple teams may inflict

multiple hits, what's the average number of hits inflicted? And given that
they're rolling different size dice to hit and the way SG calculates "number
of casualties", what is the average number of casualties per "hit" (it's not
just the average of the two dice because,

for instance, a 1 on either die means you didn't hit)?

From: Robertson, Brendan <Brendan.Robertson@d...>

Date: Fri, 12 Mar 2004 16:43:30 +1100

Subject: RE: [SG2] Points

You also need to consider the other side of the equation; how many hits can it
absorb before destruction? If you only have a squad of two, even a single
casualty is a major problem.
It's more likely to take 2 or 3 casualties (FP 1d8+1d8 SAW + QD d8 =
average
13-14) at either d6 or d8 range.  50% chance of killing half your squad
outright (less armor:impact chance) or losing both at once. With a larger
squad, as the battle shifts around (and you re-organise squads and shift
casualties to medevacs) you still have a viable unit.

Suppressions can be removed given enough time, but death is permanent (hence
why I have about 20 body bag figures...)

If you use 2 man squads, it makes little difference whether you use FP2
assault rifles or FP0.5 Lee Enfields; the minimum for squad fire is a d4 (in
fact the Lee Enfields would be better, as you get a higher impact die)

Brendan 'Neath Southern Skies

> -----Original Message-----

> as follows. For the first two arrangements, totals do not add up to

> that they're rolling different size dice to hit and the way SG
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From: Laserlight <laserlight@q...>

Date: Fri, 12 Mar 2004 18:31:00 -0500

Subject: RE: [SG2] Points

From: Robertson, Brendan Brendan.Robertson@dva.gov.au
> You also need to consider the other side of the equation; how many hits

That's going to be "Part Two: Receiving Damage". Main point on that is that
small squads are easy to break, but you have to take more actions to get them
all vs one action shooting at one big squad.