[SGII] Suport Weapon fire and some other stuff

3 posts ยท May 25 2001 to May 25 2001

From: Richard Kirke <richardkirke@h...>

Date: Fri, 25 May 2001 12:55:27 -0000

Subject: [SGII] Suport Weapon fire and some other stuff

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Hi all,

There hasn't been much SGII talk on this board since I joined (yup I've been
lurking) so here is a query or two:

If you have multiple support weapons integral to a squad (e.g. use the TOE
in the back of the book) can you fire both/all of them in support of
your main firepower, and does it take only one action?

What do you think should happen to a platoon/company whose CinC is
killed/woulnded/captured? I asked John Tuffley at Salute 2000 and he
said that he hadn't thought about that... any ideas?

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

Date: Fri, 25 May 2001 13:10:10 -0400

Subject: RE: [SGII] Suport Weapon fire and some other stuff

Multiple support weapons can be fired in support of small arms fire (same
action).

As for Leader Loss above squad leader, it is up to house rules. Perhaps each
command level below the leader loss would have to spend an action to
reorganize. Until then, they would not be able to receive command activations
(or would have to spend the first action of the command activation as a
reorganize action).

Anyway, just a suggestion.

---
Brian Bell bbell1@insight.rr.com
http://www.ftsr.org/sg2/
---

[quoted original message omitted]

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

Date: Fri, 25 May 2001 13:58:50 -0400

Subject: Re: [SGII] Suport Weapon fire and some other stuff

On Fri, 25 May 2001 12:55:27 -0000, "Richard Kirke"
<richardkirke@hotmail.com> wrote:

> If you have multiple support weapons integral to a squad (e.g. use the

You just missed these questions, as they were asked not so long ago. No
problem though, since there's no official, up-to-date FAQ, as yet.
Welcome to the list. You'll find most of us are a civil enough bunch...

Yes, you can fire all your support weapons along with the small arms for one
action. For instance, you have a squad of 6 figures, 4 with Firepower (FP) 3
assault rifles, 1 with a SAW (with a D10 FP die) and 1 with a plasma gun (with
a D6 FP die). You would roll the quality die + D12 (FP die for the
rifles) +
D10 (FP die for the SAW) + D6 (FP die for the plasma). As normal, only
the penetration die of the rifles is used to test against armour.

In the above example, that takes 1 action but all figures have now fired.

> What do you think should happen to a platoon/company whose CinC is

That was asked a while ago, but we didn't have any actual "cohesive" answer,
just a bunch of "this is how I do it" answers.

First off, if the platoon or company commander is killed, but there are still
other figures in the command element, it's easy enough to roll for "leader
replacement" and just have one of the other figures in the command squad take
over. For instance, if you have a 4 figure command squad and the commander
dies, roll for leader replacement as usual and have one of the other figures
take over. Make sure you make a Confidence Test for the command squad due to
losing the squad's leader.

Things are a bit different if the entire command squad is eliminated or
captured.

In demo games I've played with 1 platoon per side, and if the platoon
commander is eliminated, tough. That side no longer has a platoon leader and
therefore no longer gets to transfer actions to give a couple of squads an
extra activation. This is a very strict interpretation of the rules, but
that's not why I do it that way. I do it that way in order to reinforce, in
new players, the value of command control. (I also point this out before the
game begins.) As a result, Games Workshop-style "leading from the front"
tactics are avoided.

In reality, troops are organized enough that when a platoon or company command
element is out of action, someone else in the company or platoon takes over.
In those cases, I let a squad do a Reorganise action to take over as the
command squad.

This isn't in the rules, though, and is only a house rule. It's simple, easy
to use, and works well in practice. You could make it more complex (the
replacement must be a squad of the highest quality, the action takes up the
whole turn, etc.) if you wanted to.