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Post by fjodin on May 13, 2012 0:07:57 GMT -5
HI
I have 2 questions. I hopy you can help me.
1) I have one 6 man squad and one 2 man squad (it was 6 man squad but it had terrible losses). Bout squads have identical troops and stand close to each other. Can I take 2 men from 6 man squad and put them into 2 man squad to have two 4 man squads?
2) I have 10 man squad of armed civilians. Can I split them in 2 5-man squads and use one squad to fire at enemy and second one to flank them?
I think these are very logical things you can do with squads in real life. Tomorrow War allows you to do it, but I am hardcore GRUNTZ fan, so I think that Gruntz must have all good things from TW to become best rule ever (for me its already best rules)
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Post by inrepose on May 13, 2012 6:55:56 GMT -5
I have always let people merge identical squads. It just gets difficult from a gaming perspective if you are tracking the points in the scenarios to identify a winner because you might be at a disadvantage if two squads become one i.e. Is Squad two now counted as lost even if 2 of the models are still alive merged into another unit. - I don't always play a strictly points focused game though and prefer a scenario, so tend to be relaxed about merging broken squads.
Just because you can do it in Tomorrow War does not mean it has to be in the Gruntz rules. I don't own a copy of TW, so can't really say what it does have or judge if the rules make for a good game.
With regard to turning one unit of civilians into two, I think it potentially makes that squad at a big advantage, they have broken coherency but can still roam around. In TW could I make one large unit of perhaps 100 troopers and then just break and re-merge them on the battlefield as I please?
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Post by gypsycomet on May 13, 2012 12:19:26 GMT -5
Some thoughts, not necessarily cure-alls...
Require a Commander or Sub-Commander Action to re-order squads.
Have an expensive Commander Perk ("Mob Rule" or similar) that allows Super Squads that requires some number of leader types to burn actions to keep the Mob together, and is limited to Mental radius and maybe Skill for the maximum number of units (including themselves, or maybe it would be half of skill) in the Mob. Open question whether the mobs would need the Perk or just the leaders. A brief rule for interaction between multiple leaders would be useful as well; maybe requiring leaders to stay within Mental of the biggest one if they want to really mob up, and otherwise either not being able to at all or requiring a roll (Mental with a penalty equal to the number of squads in the supergroup); failure or too much distance means the participants that only that sub-leader can reach may not mob up with the main mob that turn.
Not saying this would work or how expensive the ability would need to be, just spitballing.
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Post by inrepose on May 13, 2012 13:12:00 GMT -5
fjodin - I was justing thinking. If it was a game you were running where you wanted to have civilian mobs, breaking apart and covering the board - then go for it. There is nothing stopping you setting up a scenario where you want to get more creative and have an additional dynamic to allow a mob to split.
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Post by fjodin on May 13, 2012 18:40:53 GMT -5
fjodin - I was justing thinking. If it was a game you were running where you wanted to have civilian mobs, breaking apart and covering the board - then go for it. There is nothing stopping you setting up a scenario where you want to get more creative and have an additional dynamic to allow a mob to split. OK Actually I was more concern about merging squads. I also like an idea of use one squad member to pilot vehicle or control something, while rest of squad become 5 man and can act on their own. Its like in Company of Heroes game, where you can use some of your squad members to men abandoned MG or gun. I dont own a copy of TW, my friand owns it. I prefer Gruntz, because its great and far more flexible. You can play any game you want.
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