GZG List archives -- May 2007

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Re: [GZG]Howtohandleunitsarmedwith"heavy"weapons [SEC=UNCLASSIFIED]



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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