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Re: [SGII] Suport Weapon fire and some other stuff

From: Allan Goodall <awg@s...>
Date: Fri, 25 May 2001 13:58:50 -0400
Subject: Re: [SGII] Suport Weapon fire and some other stuff

On Fri, 25 May 2001 12:55:27 -0000, "Richard Kirke"
<richardkirke@hotmail.com>
wrote:

>If you have multiple support weapons integral to a squad (e.g. use the
TOE 
>in the back of the book) can you fire both/all of them in support of
your 
>main firepower, and does it take only one action?

You just missed these questions, as they were asked not so long ago. No
problem though, since there's no official, up-to-date FAQ, as yet.
Welcome to
the list. You'll find most of us are a civil enough bunch...

Yes, you can fire all your support weapons along with the small arms for
one
action. For instance, you have a squad of 6 figures, 4 with Firepower
(FP) 3
assault rifles, 1 with a SAW (with a D10 FP die) and 1 with a plasma gun
(with
a D6 FP die). You would roll the quality die + D12 (FP die for the
rifles) +
D10 (FP die for the SAW) + D6 (FP die for the plasma). As normal, only
the
penetration die of the rifles is used to test against armour.

In the above example, that takes 1 action but all figures have now
fired.

>What do you think should happen to a platoon/company whose CinC is 
>killed/woulnded/captured? I asked John Tuffley at Salute 2000 and he
said 
>that he hadn't thought about that... any ideas?

That was asked a while ago, but we didn't have any actual "cohesive"
answer,
just a bunch of "this is how I do it" answers.

First off, if the platoon or company commander is killed, but there are
still
other figures in the command element, it's easy enough to roll for
"leader
replacement" and just have one of the other figures in the command squad
take
over. For instance, if you have a 4 figure command squad and the
commander
dies, roll for leader replacement as usual and have one of the other
figures
take over. Make sure you make a Confidence Test for the command squad
due to
losing the squad's leader.

Things are a bit different if the entire command squad is eliminated or
captured.

In demo games I've played with 1 platoon per side, and if the platoon
commander is eliminated, tough. That side no longer has a platoon leader
and
therefore no longer gets to transfer actions to give a couple of squads
an
extra activation. This is a very strict interpretation of the rules, but
that's not why I do it that way. I do it that way in order to reinforce,
in
new players, the value of command control. (I also point this out before
the
game begins.) As a result, Games Workshop-style "leading from the front"
tactics are avoided.

In reality, troops are organized enough that when a platoon or company
command
element is out of action, someone else in the company or platoon takes
over.
In those cases, I let a squad do a Reorganise action to take over as the
command squad. 

This isn't in the rules, though, and is only a house rule. It's simple,
easy
to use, and works well in practice. You could make it more complex (the
replacement must be a squad of the highest quality, the action takes up
the
whole turn, etc.) if you wanted to. 

Allan Goodall		       awg@sympatico.ca
Goodall's Grotto:  http://www.vex.net/~agoodall

"Now, see, if you combine different colours of light,
 you get white! Try that with Play-Doh and you get
 brown! How come?" - Alan Moore & Kevin Nolan, 


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