GZG List archives -- December 2005

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Re: [GZG] [SG] IAVRs





Does the platoon have a specific weapons squad, or are the heavy weapons split among the squads?

Short answer; I don't know.

I'm fairly certain that besides the Carl-G you also get a GPMG (C-6 in Canadian army parlance, but it is the MAG-58 machine gun - er, M240 I think in American...) in each platoon. Not sure if they are in a separate weapons section. I think it varies between the types of battalions - the weapons load-out and TO&E for the mechanized battalions is different than the light battalions. The mech units have the support fire available from the APCs (since many of our LAVs have 25mm cannon)...

> ...or, the IAVR is really small and doesn't make much impact on their
> personal load...

It's not the personal load, it's extra time and concentration to focus
on using it.  I want my leaders to lead.

Right. That makes sense.

>
> In Stargrunt, there is nothing to say that you don't count a squad leader's
> rifle into the action when a squad fires.  I certainly do.

I do too, although with FP3 rifles and 6 rifles in the squad, the
squadleader's firepower is irrelevant.  :)

Heh. Yes, very true.

  I just wouldn't saddle him
with something extra.  That's all.

Makes sense.

YMMV.


> Problem with "real" tactics is that they don't often make for good games.

Hehe.  That's because in the real world, we don't find a fair fight
entertaining, and a great deal of effort is put into preventing them.
:)

Heh :)

That makes much sense.  No point in making it easier for the other guy...


Finding a 'balance' point is very difficult for the ambusher.  The
premise is that the ambusher is generally going to be a smaller force
than the ambushee.  So if he doesn't inflict crippling losses quickly,
then he is going to get overrun when the ambushee gets his act
together and counterattacks.

Yep.

That's one of the things that is hardest to explain to new SG players who are used to wargames that have a points system.

Balancing a game so that it seems fairly reasonable/realistic on the one hand (as much as any wargame can feel "realistic") while on the other hand being entertaining and giving both sides a chance to succeed, can be tough. It's a bit of an art (or good guesswork), and something that is fairly dependent on experience with the game.

I've found that some people also have a hard time getting past the idea of "unequal" victory conditions: ie - for one side, "you have to take objective X as quickly as possible" and for the other side "you know you're going to lose objective X, but you have to delay this happening for as long as possible while preserving as much of your force as you can and then withdrawing in good order". That leads to "so, you mean I'm going to lose before the game starts...?"

Anyway, you're right - balance is a challenge. In the case of the ambush scenario, you probably have to place limits for the ambusher ("you have to complete as much damage as you can as quickly as possible and then withdraw to preserve your force") so they don't try to die in place to win...


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