Prev: RE: [GZG] [SG] IAVRs Next: Re: [GZG] [SG] IAVRs

Re: [GZG] [SG] IAVRs

From: John Atkinson <johnmatkinson@g...>
Date: Fri, 9 Dec 2005 05:48:18 +0100
Subject: Re: [GZG] [SG] IAVRs

On 12/9/05, Adrian <> wrote:

> The Canadian Army issues a Carl-G rocket launcher at the platoon
level, or
> light anti-armour and bunker busting.  They have the Erxy system as a
> close-in guided anti-armour missile, and the TOW for long range stuff,
> neither would appear as standard at the platoon level.  In a SG
setting, I
> think it is perfectly reasonable to suggest that a weapon the size and
> weight of a Carl-G could have guided missiles.

Does the platoon have a specific weapons squad, or are the heavy
weapons split among the squads?

> >Canny my ass.  I'd force a reaction check.  TV+3, +6 if there are ANY
> >vehicles on the board at all.  If it fails, the squad looses an
> >activation while the squad leader tactfully tells the platoon leader
> >he's a damn fool, shut up and let him run his squad.
> Canny, in quotes, as in "cheesy tactics"....

Yeah, I copied that.

> ...or, the IAVR is really small and doesn't make much impact on their
> personal load...

It's not the personal load, it's extra time and concentration to focus
on using it.  I want my leaders to lead.

> >   Often a squad leader will fire
> >his weapon 10% as much as his troops will.
> real life.
> In Stargrunt, there is nothing to say that you don't count a squad
> rifle into the action when a squad fires.  I certainly do.

I do too, although with FP3 rifles and 6 rifles in the squad, the
squadleader's firepower is irrelevant.	:)  I just wouldn't saddle him
with something extra.  That's all.

> Problem with "real" tactics is that they don't often make for good

Hehe.  That's because in the real world, we don't find a fair fight
entertaining, and a great deal of effort is put into preventing them. 

> If you set up the scenario so that - as with a good officer doing his
> correctly - the ambush is going to be a winner, then the game might
not be
> as fun for the ambushee as it could be if you set things up to be more
> "balanced" with the outcome in doubt.  It might not make for perfect
> life tactics, but it makes for a better game.

Finding a 'balance' point is very difficult for the ambusher.  The
premise is that the ambusher is generally going to be a smaller force
than the ambushee.  So if he doesn't inflict crippling losses quickly,
then he is going to get overrun when the ambushee gets his act
together and counterattacks.

"Thousands of Sarmatians, Thousands of Franks, we've slain them again
and again.  We're looking for thousands of Persians."
--Vita Aureliani

Gzg-l mailing list

Prev: RE: [GZG] [SG] IAVRs Next: Re: [GZG] [SG] IAVRs