[SG] Low Quality Armies was Re: Why Arabs Lose
From: "laserlight@q..." <laserlight@quixnet.net>
Date: Wed, 11 Sep 2002 09:20:02 -0400
Subject: [SG] Low Quality Armies was Re: Why Arabs Lose
>One point to keep in mind is that many of the problems he discusses are
not specifically Arab, but can also be found in other 3rd World
countries, e.g. in Africa, Latin America or the Balkans. Also, other
countries in the past have overcome similar problems and developed
their economies, politics and military forces.
So let's apply this to, say, the Citizens' Republic of United Diptheria,
ethnically composed of a Hittite majority with a minority of Grand
Fenwickians and the inevitable contingent of breakaway NAC rebels. The
Diptherian national character and military system has all the flaws
discussed. How do we represent the effect on the CRUD army in SG?
Taking a page from Striker, we could have various levels of initiative.
Each unit could be assigned an objective (go to Point Kilo and prevent
the
enemy from using Route 17); you'd have to make an initiative roll to
deviate from your orders. The platoon leader could direct each squad
but
would have to spend an action (or more than one) to do so.
Or you could just say that when you activate a squad, you state your
intention as to what it should do, and roll QD vs Leadership (downshift
the
die if the unit is presently under fire; has taken casualties; or if the
action is "not doctrine" eg an APC crew ordered to dismount as scouts,
or a
HQ unit who has to be infantry). If you pass, you can carry out the
action; if you fail, you dig in/fall back/sit tight.
Other suggestions?
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