RE: FMA Brigade
From: Michael Brown <mwbrown@v...>
Date: Sat, 22 Dec 2001 17:47:15 -0800
Subject: RE: FMA Brigade
Only if you as the player are unconcerned about the reduced
capabilities. This
can also be used as a scenario rule (unsupplied until turn 3...). A
company in
a modern task force would be lucky to get re-supply within 4 hours.
Emergency
stocks for a battalion would be about equal to 1 company's basic load
(food,
fuel, water, etc). This is what the player could allocate during a
game.
Michael Brown
-----Original Message-----
From: Laserlight
Sent: Saturday, December 22, 2001 2:54 PM
To: gzg-l@csua.berkeley.edu
Subject: Re: FMA Brigade
From: Michael Brown <mwbrown@veriomail.com>
> Using Patton's rule of thumb "give orders one level down and know
what's
> happening two levels down" the playing pieces represent companies.
At this
> level resupply is something that happens daily for the basics and on
an
> emergency basis for those critical events that occur. Maybe
incorporate a
> supply company and have "Out of Ammo" events like in Fire and Fury
to get
> players at least working on tactical supply. Ammo or fuel limits
could be die
> roll or roster based.
> For example:
> Unit Zebra rolls hot this turn, therefore is "Out of Ammo". Do I
expend
> command assets to pull it from the line and resupply? Or do I hope
they can
> hang on for a turn or two? Random event cards based on some
sequence of die
> rolls is another possibility.
Okay, I'd say that if a unit isn't in supply, it has a reduced attack
and a reduced move. Maybe reduced morale also. Now, how long does
this take to happen? ie if the time scale is 1 turn for, say, 4
hours, then being out of supply for a few turns isn't going to be all