I've finally decided to dust of my copy of SGII and introduce it to my
new FT playgroup. However, while re-reading the rules, I found myself
stumped over the transferance of actions by command elements. Could someone
give me an example?
> Glover, Owen wrote:
Actually, in the errata, each weapon can only fire once per _Activation_
As a house rule, it may be worth while having that each squad can only be
given one extra activation per turn (I got caught like this once.. my opponent
had only two squads on table... a command squad and a powered armour squad.
The power armour was firing three times per turn! I was cut to ribbons.)
> Both squads must use their actions resulting from the Pl Comd
Not exactly. The way I'd play it, you would resolve the first squad's two
actions as the commander's first action, and the second squad's actions as the
commander's second action.
Otherwise, this is an excellent example of the command rules and showcases one
of the two strrengths of Stargrunt: The Command control
system/turn sequence.
> ----------
Certainly,
Situation:
Pl advancing to secure cross roads. One squad has come under fire from troops
on high ground beyond the cross roads and has gone to ground (Has one
suppression marker).
Pl Comd squad wishes to send a command to the suppressed squad. To do this he
needs to send a communication to 'Activate' the squad; thus giving the squad
two actions, one to attempt to remove the suppression and if successful return
fire. The Pl Comd squad is Regular as is the
suppressed squad. Leaderships are Pl Comd - 1, suppressed squad 3!
Pl Comd squad rolls a d8 and the result is a 4. Success! The squad can now
attempt carry out the commands of the Pl Commander.
With his other action the Pl Comd squad will attempt to activate another squad
to move up to support the squad under fire. In this case the squad is 5 inches
away so the communication is automatically received without the need for a
Communication Roll. As this squad has not activated this turn it will still
have its OWN activation later in the game turn. Although it will only be able
to fire its weapons once during the turn. Both squads must use their actions
resulting from the Pl Comd communication immediately; effectively
simultaneously.
Glover, spake thusly upon matters weighty:
> Although it will only be able to fire its weapons once during the
Wrongo, owen. Official rules say once per turn for weapon, but errata released
by GZG indicates this should be once per activation. So if a unit activates
and fires, and then is reactivated by a transferred action, it can fire again
during that activation.
But otherwise that was a great example.
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Well thank you for the pointer. This is going to make my Squads even more
effective!
I use detachments as fire teams (3 or 4 rifles and SAW in one and the
remainder of the rifles and PPG in the other!). Running the Pl Comd close to
garauntee comms are successful means I can put now put some massive firepower
in to an area in the space of two or three activations!
> ----------