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Scouts.....

From: "Tomb" <tomb@d...>
Date: Wed, 20 Mar 2002 15:02:54 -0500
Subject: Scouts.....

3B^2 said:

This is one of the few major gripes I have with most ground combat
games, 
especially large-scale.  Recon units are not as useful because you have
to 
assume some level of recce or intel has already occurred in order to
justify 
having both forces on the same table.  Makes it hard to recreate a need
for 
scouting forces.

[Tomb]

Hmmm. If you can't think of scenarios involving scouts, I dunno if
you're trying very hard. Here's a quick one off the top of my head. 

SG2: Scout the Route. (Or, in a Rocky and Bullwinkle Voice, "This Town
Ain't Big Enough For The Both Of Us")

A cavalry scout force is sent to recce a route - their orders are to
recce a route across the board for possible later follow on of main
force elements. Force uses a few CFVs, some scout fireteam sized scout
dismounts. Perhaps one of the CFVs really bears an engineering team.
Maybe one IFV contains Intel/Translator types. 

Enemy force is concealed partisans backed up after the battle is joined
by enemy mech infantry forces that enter to cut off retreat of the
scouts. Partisans are in town 2/3rds of the way across the board. 

Some innocents scattered around in clusters, especially in the town
(scouting force can't just shoot everything it sees).

Cavalry can call for some arty (maybe mortars, maybe light guns) to lay
MAK, HE or smoke. 

Objective (scout force): Scout the route. Determine any mobility issues
(perhaps examine a bridge near the town and survey the town for
occupancy, check out the area for mines. If encounter enemy force, recce
the enemy to determine force levels, get instructions from higher up.
Support requests handled as support assets are available. Medevac
available. 

Objective (partisans): Kill the enemy scouts and maybe the enemy won't
come to your town in force. 

Objective (enemy force): You've worked a deal with the partisans. You've
got an observer unit in town (small fireteam) to tell you what the enemy
is doing and when the attack is launched. Your goal is to come in
cross-country behind the scouts and cut off their escape (perhaps at the
aforementioned bridge). You then want to push in and sandwich them while
the Partisans give them grief from the town. With the partisans, you
should have about a 1.5 or 2:1 advantage and be able to overrun the
scouts. You probably want to close reasonably quickly, because once they
spot you, you want to be close enough so as to not be succeptible to
arty the scouts can call! (Your own arty is busy elsewhere since the
enemy is on the offensive....)

Forces:
Scouts: 4 x CFV, 4 scout fireteams (one of which is designated
engineers), 1 2-man intel team which may be attached to any fireteam
(Mostly Regular, maybe a vet)
Partisans: About 3 teams of 5-7 partisans, with older rifles and
improvised AT weapons (satchel charges, molotovs, etc). (2 teams green,
one team blue), three mine counters (mixed or AP) plus 8 dummies. (or
use hidden placement) + 1 sniper with conventional sniper rifle
(veteran) (not a sniper per se, just a marksman)
Enemy Force: 4 x IFV, 4 x infantry squads of 6-8 men (1 green, 3 blue)

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