RE: [SG2} House Rules for Fire Team Units
From: "Katrina Brown" <mwbrown@s...>
Date: Sun, 10 Apr 2005 07:40:09 -0700
Subject: RE: [SG2} House Rules for Fire Team Units
Other designers have approached the '2 down' command issue by having the
smallest unit be a single base. For our example an infantry platoon;
The PL
is a single figure base, each squad is 2-4 bases. The PL (player)
maneuvers
(orders) squads and knows where his teams are. The teams (bases) need
to
stay within integrity of their squad and to a certain extent squads need
to
stay within range of the PL (command radius?). Even within platoons
there
are unit boundaries (zones of responsibility).
IMU a squad has a 2" integrity range; a PL has a 24" command range
(ability
to transfer actions). PA squads have a 6" integrity range (I think the
carry more C3I assets).
Mike
(who has spent too much time in and around Combat Arms, especially
training
Squad and Platoon Leaders)
-----Original Message-----
From: owner-gzg-l@lists.CSUA.Berkeley.EDU
[mailto:owner-gzg-l@lists.CSUA.Berkeley.EDU] On Behalf Of Laserlight
Sent: Sunday, April 10, 2005 5:00 AM
To: gzg-l@csua.berkeley.edu
Subject: Re: [SG2} House Rules for Fire Team Units
> True, but that encourages people to run platoon as a collection of
> fireteams rather than as 3 squads.
But this is not "Platoon Leader Sim"...if it were, your PL would give
orders and then wonder what's happening, wait for reports, deal with a
company commander who thinks you're on a different map, and so forth.
:-) Same thing as in in FT -- the commodore wouldn't be worrying
about which individual ship systems get repair rolls, or which PDS
gets assigned to which incoming missile, but the players have to deal
with it.
I suspect you're thinking "we're going to end up with Squad 1 Team A
on this edge of the map and Team B on the other side, when it wouldn't
happen that way." I concur this would be a problem, but I think it
can be handled by use of the integrity rules and limits on how far
away the SL can be while transferring actions.