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RE: FMA Brigade

From: Michael Brown <mwbrown@v...>
Date: Sat, 22 Dec 2001 17:47:15 -0800
Subject: RE: FMA Brigade

Only if you as the player are unconcerned about the reduced
capabilities.  This 
can also be used as a scenario rule (unsupplied until turn 3...).  A
company in 
a modern task force would be lucky to get re-supply within 4 hours. 
Emergency 
stocks for a battalion would be about equal to 1 company's basic load
(food, 
fuel, water, etc).  This is what the player could allocate during a
game.

Michael Brown

-----Original Message-----
From:	Laserlight
Sent:	Saturday, December 22, 2001 2:54 PM
To:	gzg-l@csua.berkeley.edu
Subject:	Re: FMA Brigade

From: Michael Brown <mwbrown@veriomail.com>
> Using Patton's rule of thumb "give orders one level down and know
what's
> happening two levels down" the playing pieces represent companies.
At this
> level resupply is something that happens daily for the basics and on
an
> emergency basis for those critical events that occur.  Maybe
incorporate a
> supply company and have "Out of Ammo" events like in Fire and Fury
to get
> players at least working on tactical supply.	Ammo or fuel limits
could be die
> roll or roster based.
> For example:
> Unit Zebra rolls hot this turn, therefore is "Out of Ammo".  Do I
expend
> command assets to pull it from the line and resupply?  Or do I hope
they can
> hang on for a turn or two?  Random event cards based on some
sequence of die
> rolls is another possibility.

Okay, I'd say that if a unit isn't in supply, it has a reduced attack
and a reduced move.  Maybe reduced morale also.  Now, how long does
this take to happen?  ie if the time scale is 1 turn for, say, 4
hours, then being out of supply for a few turns isn't going to be all


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