SG2 starter forces

5 posts ยท Mar 21 2001 to Mar 23 2001

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

Date: Wed, 21 Mar 2001 14:56:11 -0500

Subject: SG2 starter forces

> Derk and Jaime wrote:

> For a platoon I run 3 regular squads and a command squad. The command

I was wondering about this. Should one use these specialists as individuals or
as members of the command squad? In the latter case having EW active will eat
up half the command squad's activations?

==> Hmm, does EW eat up the activation or is declaring it active only a
choice, not an actual action?

> I've just about given up on using a heavy weapon in my squads. I find

Since the gurkha's all carry IAVR, I was wondering how to use this? Do you
have, for a squad of 8, an effective 8 shot IAVR, which doesn't 'die' until
the last figure?

==> I usually just say IAVR fire is "1 round of IAVR fire" rather than 1 IAVR.
So I would assign them 2 or 3 shots (each shot possibly being more than 1
IAVR). But that's me. 8 IAVR is a lot of FP.

Oh, by the way. I go for 8 figure squads for my royal marines (5 riflemen
with AR+GL, 1 leader (same), one SAW and either plasma gun or guided
missile. I think I'll go for plasma guns with all my further squads.

==> GMS/P rules! - and here is why: Play on a big board some time. The
unlimited range/no range mods is pretty darn good. If I can shoot across
a 10' board and hit a vehicle, that's pretty important. Now, if you allow
Enhanced or better ECM on everything, that's a different tune, but most of our
vehicles have basic or enhanced (for the MBTs). So the odds are reasonable.
And the range is the key benefit.

I think below 7 figures, you'll find yourself seriously lacking firepower,
especially after the first casualty.

==> Trade off 8 man squads which take casualties better but which waste FP and
have reduced activations for 2 4 man squads which make more efficient
use of FP (esp with FP 3 rifle/GLs) and have twice the activations...
you'll
find that SG2 morale rules are generous anyway... I find that 4-5 man
fireteams (2 per squad, fully independent) work very well.

Also, is there anything to stop me from putting more SAW's in my squad, thus
getting more dice? I'm not planning to, but I'm curious what the thought on
this is. (I'd say 'munchkin';))

From: Derk Groeneveld <derk@c...>

Date: Wed, 21 Mar 2001 21:20:17 +0100 (CET)

Subject: Re: SG2 starter forces

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> On Wed, 21 Mar 2001, Barclay, Tom wrote:

> Derk and Jaime wrote:

The way I understood it (from the FAQ, methinks, not sure), it should take an
action every turn to KEEP it active. Or am I seriously confused?

> > I've just about given up on using a heavy weapon in my squads. I

Mmm. Well, I would never try and fire them simultaneously, just means I'd have
more ammo?

> Oh, by the way. I go for 8 figure squads for my royal marines (5

True. You'd need to be doing Desert warfare, though;) Most terrain would not
allow many such shots, I'd think?

> I think below 7 figures, you'll find yourself seriously lacking
you'll
> find that SG2 morale rules are generous anyway... I find that 4-5 man

True. Allowing for more natural fire and movement tactics, as well. But then
again, I'd seriously favour the alternative rules for split squads (always
have one action for the detachment, e.g. to give covering fire). This would
give almost the same effect?

> Also, is there anything to stop me from putting more SAW's in my

Yeah, that's what I figured;)

Cheers,

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

Date: Wed, 21 Mar 2001 15:28:19 -0500

Subject: SG2 starter forces

> Henrix wrote:

The two units will produce more suppresion markers, but will be hard pressed
to get any effective fire, while the unit with more dice will cause many more
casualties, since; a) it has a much better chance of rolling two dice higher
than the range die, and b) the total of ALL their dice are added together to
be divided by the maximum on the range die.

==> Depends on composition. An 8 man squad with 6xAR/GL + 2 SAW rolls
d12+d10+d10 + Q which is a good powerful combo. 2 x 4 man squads roll
Q+d10+d10 each -- still not too shabby - quite likely to cause
casualties
out to the third or fourth range band -- also no wasted FP.

So it depends on what you want to do. If you want to suppress the enemy, go
for two units (they can produce twice as many suppression markers per
activation. If you want to disable the enemy, go for the big one.

==> Also, your 8 man squad becomes entirely ineffective if suppressed twice
(which my small force can easily accomplish with its 4 actions -- heck,
if I split the fire into SAW and 3 rifles, then 1 of my 4 man squads can
manage it with moderate luck) whereas you must suppress my force a total of 4
times in order to pin me down and stop me from firing. Larger squad is MUCH
more vulnerable to suppressions, which you've noted I can pop out more often.

But remember, if your small unit gets one man out, it's down to d6/d6!
It might make it's confidence tests, but it is not very effective any longer.

==> Really? If I lose my saw, I'm using Q+d10. If I lose an AAR, I'm
using
Q+d6+d10. Neither of these is negligible. Take two casualties, and I
have problems. But my other 4 man squad is still fine. So really I'm not sure
I
_am_ that much more vulnerable. And if we use SG morale rules as
printed, they are fairly easy to survive tests with.

Personally I generally aim for the d12 FP (6-man squad, four or five
with
AAR/GL, one SAW and perhaps one additional support weapon or GMS/p).

==> Good compromise with small APCs like the LIPPC. Using a medium APC that
carries 8-9 men means you have two choices (big squads or two small
fireteams). I go with the latter and find it rather effective. Especially if
my smaller squads carry IAVR which they can (when at the right range for good
effect) substitue IAVRs for rifles... thus giving them very effective
firepower.

==> Both methods have advantages. My ESU will fight in big squads -- due
to poorer command ability and LCD troops. My Pzgd fight in 4 man fireteams
(2
make up a squad). This reflects superior articulation - a product of

From: Henrix <henrix@p...>

Date: Thu, 22 Mar 2001 13:26:34 +0100

Subject: Re: SG2 starter forces

> Tom Barclay wrote:
and:
> ==> Really? If I lose my saw, I'm using Q+d10.

I was referring to the two different squads proposed by Brian Bell, not to
other squad compositions ;-)
I understood the situation to be that he had these figures and was wondering
how to use them best. I should have made that clearer.

I agree completely that eight man squads often are too cumbersome, and too
easy to suppress. (We do use the (yours?) cumulative losses rules, which

means they are a little more worth while, but still.)

I am generally in the position that I construct scenarios and GM them,
therefore I generally do not try to min/max the troop composition
(rather
the reverse, to my friends' chagrin ;-).

> ==> Both methods have advantages. My ESU will fight in big squads --

Hmm, I see what you mean. A higher quality makes up for the lower FP. I think
I'll try that the next time we play, as we're currently having
panzergrenadiers fighting low-quality militia (separatists on Neues
Helvetica, ultra-conservatives of Swiss extraction ;-)

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From: Brian Bell <bkb@b...>

Date: Thu, 22 Mar 2001 19:35:12 -0500

Subject: RE: SG2 starter forces

Actually, since I was buying for both sides (and will have to buttonhole
someone into playing), I was thinking of trying several different options.

I thought of one side using 8 4 man teams or 6 5 man teams and the other with
a traditional 4 8 man teams.

---
Brian Bell bkb@beol.net ICQ: 12848051 AIM: Rlyehable The Full Thrust Ship
Registry:
http://www.ftsr.org
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