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Medics in SG2

From: Adrian Johnson <ajohnson@i...>
Date: Thu, 29 Oct 1998 15:50:07 -0500
Subject: Medics in SG2

Some thoughts about medics in SG2.  (by the way, has this been discussed
before?)

We've been using medics as part of the command squad in SG2 platoons,
but
after considering how medics are used, I thought this wasn't a good
idea.
Medics are usually assigned at the platoon or company level, but don't
stay
with the platoon or company commander during combat - they move around
when
the fighting starts to attend to the wounded.  I suggested a
modification
to our TOEs to my group, and an attendant "house rule":

Platoon TOE (this is generic, to demonstrate what I mean)

Command Squad:	Officer, Signaller(maybe EW specialist), SAW gunner,
trooper
Medic Team:  Medic, medic assistant (both with standard weapon)
3 Rifle Squads

The command squad of four could have an additional 2 troopers, or
sometimes
what I do is attach a marksman team to the platoon (a model with sniper
rifle, another with laser target designator or regular rifle - the
second
model is the spotter).	The marksman team is treated as a seperate
element
within the platoon, but does not use the sniper rules.	The medic team
is
also treated as a separate element and acts independantly from the
command
team (can be reactivated, etc.).  The medic team can move to aid rifle
squads when reorganizing and checking/treating their casualties.  The
platoon size does not increase - this just distributes the manpower a
little differently.

"Medic Team Rule"  - a medic normally adds +1 to the roll to see what
happens to unknown casualties when the medic's squad reorganizes.  A
medic
team can provide this benefit to a squad by moving within unit coherency
prior to the squad taking its reorganize action.  The medic team can
then
on subsequent turns move to provide the same benefit to other squads.

This way, you have the benefit of a medic available to each of the
squads
in the platoon, and the command squad is not tied up providing medical
services... What used to happen was that the command squad would be busy
commanding (transferring actions, calling artillery, using EW, etc.) and
the medic would never be used unless the command squad itself took
casualties.  The overall combat ability of the platoon is not changed
dramatically - platoon command squads usually don't do much fighting in
our
games anyway, but at the same time you aren't stacking the platoon with
more "shooty" elements that unbalance the game.  The medic team (and the
marksman team if used) add to the ability of the platoon, but this is
balanced by the fact that they don't have any ability to absorb
punishment
(one casualty in a two-person team and you take confidence tests with a
big
penalty - the team is much more likely to suffer from morale problems)

Thoughts???

Adrian

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