RE: [GZG] "Realistic" Mercenary TO&E
From: "Michael Brown" <mwsaber6@m...>
Date: Wed, 18 Oct 2006 13:40:37 -0600
Subject: RE: [GZG] "Realistic" Mercenary TO&E
_______________________________________________
Gzg-l mailing list
Gzg-l@lists.csua.berkeley.edu
http://lists.csua.berkeley.edu/mailman/listinfo/gzg-lI think that
Company size Merc units are too fragile. To be sustainable
they need to be at least a Battalion (+), especially for more mechanized
units. Using a rule of 40% loss makes a unit combat ineffective; a
company
can only have @ 30 casualties or 4 vehicle losses before they are out of
the
fight. A Battalion can at least rotate a company in and out of the
line.
Michael Brown
mwsaber6@msn.com
_____
From: gzg-l-bounces@lists.csua.berkeley.edu
[mailto:gzg-l-bounces@lists.csua.berkeley.edu] On Behalf Of Eli Arndt
Sent: Wednesday, October 18, 2006 12:48 PM
To: gzg-l@lists.csua.berkeley.edu
Subject: [GZG] "Realistic" Mercenary TO&E
Some recent comments made in a reply to the new 15mm Vehicle
announcement
have got me to thinking, What is a realistic- way to do sci-fi
mercs The
usual tendency seems to be to try to recreate one of the great merc
units
from books and other games Hammers Slammers, Wolfs Dragoons, etc.
But
are these units representative of what we think merc units would be? Is
there a way to build less amazing, but still effective mercenary units?
Is
so, what are peoples thoughts on them?
Some ideas I have had are
1) An all infantry force with no armor but a good number of man-portable
anti-tank weapons.
2) Conventional mobile infantry force with mid-tech resources.
3) Small, but elite and hi-tech unit of combat walkers.
These are just off the top of my head.
Thanks,
Eli