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SG2 starter forces

From: "Barclay, Tom" <tomb@b...>
Date: Wed, 21 Mar 2001 14:56:11 -0500
Subject: SG2 starter forces

Derk and Jaime wrote:

> For a platoon I run 3 regular squads and a command squad. The command
> squads are identicle to the standard squad except 1 of the riflemen is
> equiped with EW gear. 

I was wondering about this. Should one use these specialists as
individuals or as members of the command squad? In the latter case
having
EW active will eat up half the command squad's activations?

==> Hmm, does EW eat up the activation or is declaring it active only a
choice, not an actual action? 
 
> I've just about given up on using a heavy weapon in my squads. I find
> the roll off when trying to hit a vehicle with them just isn't worth
it.
> I'd rather just equip the squad with a slew of IAVRs and support hem
> properly. The hitting power of the plasma gun with it's support die
> while firing at dispersed targets is more worthhile. Though that's
just
> my opinion.

Since the gurkha's all carry IAVR, I was wondering how to use this? Do
you
have, for a squad of 8, an effective 8 shot IAVR, which doesn't 'die'
until the last figure?

==> I usually just say IAVR fire is "1 round of IAVR fire" rather than 1
IAVR. So I would assign them 2 or 3 shots (each shot possibly being more
than 1 IAVR). But that's me. 8 IAVR is a lot of FP. 

Oh, by the way. I go for 8 figure squads for my royal marines (5
riflemen
with AR+GL, 1 leader (same), one SAW and either plasma gun or guided
missile. I think I'll go for plasma guns with all my further squads.

==> GMS/P rules! - and here is why: Play on a big board some time. The
unlimited range/no range mods is pretty darn good. If I can shoot across
a
10' board and hit a vehicle, that's pretty important. Now, if you allow
Enhanced or better ECM on everything, that's a different tune, but most
of
our vehicles have basic or enhanced (for the MBTs). So the odds are
reasonable. And the range is the key benefit. 

I think below 7 figures, you'll find yourself seriously lacking
firepower,
especially after the first casualty.

==> Trade off 8 man squads which take casualties better but which waste
FP
and have reduced activations for 2 4 man squads which make more
efficient
use of FP (esp with FP 3 rifle/GLs) and have twice the activations...
you'll
find that SG2 morale rules are generous anyway... I find that 4-5 man
fireteams (2 per squad, fully independent) work very well. 

Also, is there anything to stop me from putting more SAW's in my squad,
thus getting more dice? I'm not planning to, but I'm curious what the
thought on this is. (I'd say 'munchkin' ;) )

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