Prev: KFOR in Kosovo (was UN) Next: SG2 starter forces

Re: SG2 starter forces

From: Derk Groeneveld <derk@c...>
Date: Wed, 21 Mar 2001 21:20:17 +0100 (CET)
Subject: Re: SG2 starter forces

-----BEGIN PGP SIGNED MESSAGE-----
Hash: SHA1

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

> Derk and Jaime wrote:
> 
> > For a platoon I run 3 regular squads and a command squad. The
command
> > squads are identicle to the standard squad except 1 of the riflemen
is
> > equiped with EW gear. 
> 
> 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? 

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
find
> > the roll off when trying to hit a vehicle with them just isn't worth
it.
> > I'd rather just equip the squad with a slew of IAVRs and support hem
> > properly. The hitting power of the plasma gun with it's support die
> > while firing at dispersed targets is more worthhile. Though that's
just
> > my opinion.
> 
> 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. 

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
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. 

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
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. 

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
squad,
> thus getting more dice? I'm not planning to, but I'm curious what the
> thought on this is. (I'd say 'munchkin' ;) )
> 
> ==> Your logistics officer shooting you in the forehead? 

Yeah, that's what I figured ;)

Cheers,

  Derk 
-----BEGIN PGP SIGNATURE-----
Version: GnuPG v1.0.4 (GNU/Linux)
Comment: Made with pgp4pine

iD8DBQE6uQ0KJXH58oo6ncURAvEVAJ4nTydP22D22wZN60/JlLhVjxM69ACeI0ll
8enfi2+veCzqIInS+D0yvFI=
=CjYj


Prev: KFOR in Kosovo (was UN) Next: SG2 starter forces