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Re: [GZG]Howtohandleunitsarmedwith"heavy"weapons [SEC=UNCLASSIFIED]

From: "john tailby" <John_Tailby@x...>
Date: Tue, 15 May 2007 18:59:03 +1200
Subject: Re: [GZG]Howtohandleunitsarmedwith"heavy"weapons [SEC=UNCLASSIFIED]

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Doesn't your force organization depend on the background of your
"universe" and the forces that exist within it?

Unless you are designing a force that you are planning to take to
tournaments where you will meet players from different gaming groups you
can design what you want.

If your background has all the formations as heavily armored because the
warfare is very fluid or the environments are hazardous to troops
exposed for extended periods then heavily anti armor forces make sense,
to a point.

Hammers Slammers and the like exist because the background wants them to
work that way. If you create LOS range energy weapons that work better
on tanks than on airframes then tanks and GEVs rule.

However even a tank force will need supporting infantry to hold it.

If the opposite to a tank is an infantryman with an anti tank weapon
then you will need scouts to locate and drive off the ATGW teams. They
in turn need anti infantry defense to fight off enemy infantry. Assuming
you don't simply call in an artillery strike and cluster bomb the whole
area. It's the only way to be sure...

Within a gaming group it can be fun to develop an arms race as one
player develops tactics to counter another. can also be expensive to
keep buying more models though.

I'd look at 20th century platoon organisations as a good basis of how to
arrange a force.

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