GZG List archives -- December 2005
Re: [GZG] [SG] IAVRs
> That leaves movement. It's not realistic that a squad leader orders
> fire teams to move but has to remain stationary because he ran out
of
> actions, particularly in a 3 to 5 minute turn. So I came up with a
> rule that a squad leader could move with one of his fire teams for
> free, but I'm not sure if this is a good idea or not.
Either move with a team for free, or at the cost of one of his
actions. Example of the latter: Sgt Murphy activates Team A with his
first action. Team A fires, then moves. Sgt Murphy moves with the
team as his (and its) second action. Not happy about that, because
what if he wants Team A to move/move instead of fire/move? He couldn't
keep up. It looks like "free move with the team" is the way to
go...but should his movement detract from his ability to give orders?
Gropos, any opinions?
My problem with this is something I mentioned in a previous email - I think
you end up with too many actions and command-reactivations.
With a "normal" breakdown in a SG platoon, you might have something like this:
Platoon HQ
Squad 1
Squad 2
Squad 3
And each of those elements would get 2 actions. So, each squad could take
2 actions, and then the HQ could transfer its two actions to reactivate
squads. That would mean you get up to 10 total actions worth of stuff
(moving or shooting) happening within the platoon.
If you had a platoon structured into fireteams, treat the fireteams as
separate little units and allow the squad leaders to transfer actions as
well as the platoon leader, then you end up with a structure like this:
Platoon HQ
Squad 1 Leader
Squad 1 Team A
Squad 1 Team B
Squad 2 Leader
Squad 2 Team A
Squad 2 Team B
Squad 2 Leader
Squad 2 Team A
Squad 2 Team B
Is each of these a separate element? If so, and if the fire teams are
treated as separate from the squad leaders, then you have 20 actions
possible before any reactivations (10 elements in the platoon, 2 actions
each). But when you add in reactivations, the number of actions jumps...
Squad 1 would have 2 actions for team A, 2 actions for team B and then 2
actions for the squad leader who could transfer his actions to A and B and
reactivate them. So Squad 1 would have 8 actions worth of shooting/moving
(if you allow the squad leader to move for free with one of the squads,
then he doesn't have to blow actions to keep up and you get them all being
taken as moving or shooting). Then what happens when the platoon commander
takes his two actions? Can he reactivate the Squad 1 leader, who can
reactivate his teams again. If so, the two teams would get 2 more actions
each for another 4 total in the squad.
That means you'll be getting something like 32 actions worth of shooting
and moving out of the platoon.
This is, in effect, using a company + platoon level of command, with really
little tiny platoons (where each platoon is a leader and two fire teams).
For a platoon-size game (where you have, say, 36 figures per side), you'll
have waaayyyy too many actions happening and each game turn will take a
LONG time to work out.
Adrian Johnson
adrian@xxxxxxxxxxxx
www.stargrunt.ca
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