GZG List archives -- October 2006

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RE: [GZG] "Realistic" Mercenary TO&E



I think that Company size Merc units are too fragile.  To be sustainable they need to be at least a Battalion (+), especially for more mechanized units.  Using a rule of 40% loss makes a unit combat ineffective; a company can only have @ 30 casualties or 4 vehicle losses before they are out of the fight.  A Battalion can at least rotate a company in and out of the line.

 

 

 

 

Michael Brown

mwsaber6@xxxxxxx

 


From: gzg-l-bounces@xxxxxxxxxxxxxxxxxxxxxxx [mailto:gzg-l-bounces@xxxxxxxxxxxxxxxxxxxxxxx] On Behalf Of Eli Arndt
Sent: Wednesday, October 18, 2006 12:48 PM
To: gzg-l@xxxxxxxxxxxxxxxxxxxxxxx
Subject: [GZG] "Realistic" Mercenary TO&E

 

Some recent comments made in a reply to the new 15mm Vehicle announcement have got me to thinking, “What is a –realistic- way to do sci-fi mercs”  The usual tendency seems to be to try to recreate one of the great merc units from books and other games – Hammer’s Slammers, Wolf’s Dragoons, etc.  But are these units representative of what we think merc units would be?  Is there a way to build less amazing, but still effective mercenary units?  Is so, what are people’s thoughts on them?

 

Some ideas I have had are –

 

1) An all infantry force with no armor but a good number of man-portable anti-tank weapons.

 

2) Conventional mobile infantry force with mid-tech resources.

 

3) Small, but elite and hi-tech unit of combat walkers.

 

These are just off the top of my head.

 

Thanks,

 

Eli

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