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Hi
Doesn't your force organization depend on the
background of your "universe" and the forces that exist within it?
Unless you are designing a force that you are
planning to take to tournaments where you will meet players from different
gaming groups you can design what you want.
If your background has all the formations as
heavily armored because the warfare is very fluid or the environments are
hazardous to troops exposed for extended periods then heavily anti armor forces
make sense, to a point.
Hammers Slammers and the like exist because the
background wants them to work that way. If you create LOS range energy weapons
that work better on tanks than on airframes then tanks and GEVs
rule.
However even a tank force will need supporting
infantry to hold it.
If the opposite to a tank is an infantryman with an
anti tank weapon then you will need scouts to locate and drive off the ATGW
teams. They in turn need anti infantry defense to fight off enemy infantry.
Assuming you don't simply call in an artillery strike and cluster bomb the whole
area. It's the only way to be sure...
Within a gaming group it can be fun to develop an
arms race as one player develops tactics to counter another. can also be
expensive to keep buying more models though.
I'd look at 20th century platoon organisations as a
good basis of how to arrange a force.
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