Stuart Murray
SGII - Company Mods
(This does not relate to Cinegrunt, that's an entirely different beast*)
It became apparent to my gaming group that the typical platoon-level SG game was over too quickly if one side lost a single squad from arty or aerospace attack. We kind of stopped using these in games so games lasted a little longer. I started thinking about this more and I realized that what I wanted to play was a reinforced company level combined arms game in which a small amour contingent could effectively support a single company (including organic mortars/HMGs) and not skew the game too much with its firepower.
One problem with using larger forces is the alternating action phase. Because opponents can react to the actions of a single squad operational coherency quickly dissolved. It seemed wrong to me that a company commander could not gain an advantage by activating a whole platoon rather than a single squad.
Another disadvantage of playing larger SG games is the time it takes to move lots of individual figures. While playing I observed that players tend to worry greatly about the facing and disposition of individual troops. I noted that in larger games this focus on the individual troops tended to distract the
commanders from the
'larger picture' of the tactical battle.
I began tinkering with how I could activate whole platoons in a timely manner while lifting the tactical level from squad combat to platoon/company combat.
To speed moving figures and relieve the player of worrying about individuals I started to gang base squads. I found that too much detail was lost when basing squads so I dropped the multi-basing to the level of fire teams. I tried it a few times and it seemed to work out. I then tried lifting the tactical level by activating platoons/or platoon equivalents (such as a pair of tanks) with a single chit, like Dirtside.
I tried it a couple of times on gaming buddies before bringing it to the GZG ECC. The feedback from them was positive. There is very little 'learning curve' and the leaner game appealed more than regular SG to a player who was new to SG (he had only played a couple of times).
So, what I ended up with is a way to play faster, more complex, games of SG in an evening and I still get to use all my little toys*
Mods for company gaming: (NB, I use 15mm figs)
I've nothing written down, its all in my head so here goes...
Basing
Fire teams, or functional groups (such as command, SAM, ATGW etc) are based on a single base. I use a 1" base, usually square. This represents the team within a 10mx10m area (SG scale is stated as 1"=10m)
Fire teams are two (high tech and PA), to four figures (low tech) per base. Specialists are usually 2-3 figures.
Example Platoon * Commonwealth Infantry Platoon
Command: Base of Lt., Sgt, RTO
3x Rifle Sections: Base of NCO and 1 rifleman, 2x (Base of 2 riflemen and 1 SAW)
Support: Base of Marksman and 1 rifleman, Base of ATGW (2 figures)
Platoon rides in 4x IFVs
Company Command
Only company command has EW and artillery support chits. Platoons do not, this helps preserve the chain of command for such request/priorities.
Activation
A single platoon group (or equivalent) is activated at a time. When activated all bases/elements in the group may perform independent actions, i.e. in an infantry platoon some may fire while others move (An example of cover fire and move, otherwise not modeled well in SG). All SG rules apply, such as leader replacement etc (in this case it will be a base that is promoted).
Movement
I typically choose a base near the center of the platoon, measure and move that base, then move all the other bases without measuring. Firing
Firepower is calculated per figure in a fire team, as SG. NB, the PLATOON is firing, so, it is up the player how they resolve fire team firing. Pick targets and detail how many fire teams are firing at each target.
Example, a Commonwealth Infantry platoon firing on a Union infantry group. The Commonwealth player chooses to target the Union group with three sections (three groups of three fire teams). First determine the firepower for each section; resolve as SG for each section independently.
GMS: Any figure with a GMS may fire with either the GMS, or with a rifle/SMG etc. I do not limit the GMS to 3/4 shots; the fire team will carry reloads.
Mixed bases: bases with riflemen and a SAW gunner may fire either combined i.e. SAW in support, or just as a SAW.
Casualties
Each base can take TWO wounds; this is independent of the number of figures actually on a base. If a base gets one hit I place an untreated casualty marker next to, or on, the base. If the casualty gets treated I replace that with a treated casualty marker (I use regular casualties for untreated and figs on stretchers for treated). I use casualty marker castings from Peter Pig. If a base gets two hits it is dead and I replace it with two untreated casualty markers. (I adopted an idea from a historical gamer, he used two sets of generic markers, one green, one grey, that way he did not have to buy specific casualties, he used the same ones for everything. It sounds strange, but I find it is effective)
Any casualty (treated or not) is moved with the fire team. Casualties can be 'pooled' for protection, left at an aide point, or recovered by medevac; if so I use a small marker (a small piece of pipe cleaner placed on the base) to represent the base having one 'hit'. Alternatively, casualties can be abandoned like regular SG and the base marked accordingly.
If I've forgotten anything I'll try to add later.
A few comments on 'Moving Things Along Quickly'
One thing I try to do ay the GZG ECC is move games along, if people feel that I'm being too pushy, I'm sorry. That is not the intention.
In Cinegrunt games I try to steer the game toward a suitably cinematic climax. The casualty in this is usually the SG rules. I tend to play them very loosely, perhaps players have already noticed this =8-). I feel that player involvement and a fun plot is more important than the rules.
I tend not to run many 'normal' SG games. When I do I'm pushy for a different reason. I'm trying to create something of the tactical decision making atmosphere of the battlefield in the game.
In combat a platoon commander has to make quick decisions, they may not always be the right ones, but his men are depending upon him to make decisions. If a commander is slow and indecisive he may miss key opportunities to turn the battle. If this wasn't enough, junior commanders are always under pressure from their higher command.
So, when I press players to 'use it or lose it' I'm encouraging them to try to take timely actions/turns and not spend too much time agonizing over strategies, that's the job of the higher-ups !
In my defense, I do try to balance this pressing. I only push players who I think will respond positively and I also try to teach/coach during a game. I don't want players to feel I pushed them into a strategy that they did not want. I try to help them out with tips and pointers, either how kit or rules work, or with tactical perspectives of how their advance looks from the other end of the table (Its remarkable how few players actually walk round and look at the game from the other end of the table; me included when I'm gaming!).
My goal is to try to show players an alternative style of SG game, it may not always suit their style but I try to help make it a fun game. Finally, I'm no ogre; if you do play in one of my games and you feel I'm pushing unreasonably please let me know. It's a game; it should be fun for you too.
Specifically regarding the 'Contact, Wait, Out' game. I've seen a few games like it at historical events and one real problem with 'deployment' games like this is the game stalling while the attackers spend large amounts of time worrying about getting their toys on the table. I tried to prevent this from happening and keep a certain dynamic tension during the game. Tom and Steve were under pressure to deploy and attack while being simultaneously hit by air attack and arty fire. I think they did a great job of it. They conducted a decisive and effective assault down the table.
Damon and Joel did a good job of stalling the attack; they fought doggedly to the last, they held the advance right to the edge of the table. If their reinforcement rolls had been different by one turn perhaps the game may have turned out in their favour.
I think both sides played a good game and they appeared to enjoy it too, a bonus!
Stuart.
So, what I ended up with is a way to play faster, more complex, games of SG in an evening and I still get to use all my little toys*
Mods for company gaming: (NB, I use 15mm figs)
Basing
Fire teams, or functional groups (such as command, SAM, ATGW etc) are based on a single base. I use a 1" base, usually square. This represents the team within a 10mx10m area (SG scale is stated as 1"=10m)
Fire teams are two (high tech and PA), to four figures (low tech) per base. Specialists are usually 2-3 figures.
Example Platoon: Commonwealth Infantry Platoon
Command: Base of Lt., Sgt, RTO
3x Rifle Sections: Base of NCO and 1 rifleman, 2x (Base of 2 riflemen and 1 SAW)
Support: Base of Marksman and 1 rifleman, Base of ATGW (2 figures) Platoon rides in 4x IFVs
Company Command
Only company command has EW and artillery support chits. Platoons do not, this helps preserve the chain of command for such request/priorities.
Activation
A single platoon group (or equivalent) is activated at a time. When activated all bases/elements in the group may perform independent actions, i.e. in an infantry platoon some may fire while others move (An example of cover fire and move, otherwise not modeled well in SG). All SG rules apply, such as leader replacement etc (in this case it will be a base that is promoted).
Movement
I typically choose a base near the center of the platoon, measure and move that base, then move all the other bases without measuring.
Firing
Firepower is calculated per figure in a fire team, as SG. NB, the PLATOON is firing, so, it is up the player how they resolve fire team firing. Pick targets and detail how many fire teams are firing at each target. Example: a Commonwealth Infantry platoon firing on a Union infantry group. The Commonwealth player chooses to target the Union group with three sections (three groups of three fire teams). First determine the firepower for each section; resolve as SG for each section independently.
GMS: Any figure with a GMS may fire with either the GMS, or with a rifle/SMG etc. I do not limit the GMS to 3/4 shots; the fire team will carry reloads.
Mixed bases: bases with riflemen and a SAW gunner may fire either combined i.e. SAW in support, or just as a SAW.
Casualties
Each base can take TWO wounds; this is independent of the number of figures actually on a base. If a base gets one hit I place an untreated casualty marker next to, or on, the base. If the casualty gets treated I replace that with a treated casualty marker (I use regular casualties for untreated and figs on stretchers for treated). I use casualty marker castings from Peter Pig. If a base gets two hits it is dead and I replace it with two untreated casualty markers. (I adopted an idea from a historical gamer, he used two sets of generic markers, one green, one grey, that way he did not have to buy specific casualties, he used the same ones for everything. It sounds strange, but I find it is effective)
Any casualty (treated or not) is moved with the fire team. Casualties can be 'pooled' for protection, left at an aid point, or recovered by medevac; if so I use a small marker (a small piece of pipe cleaner placed on the base) to represent the base having one 'hit'. Alternatively, casualties can be abandoned like regular SG and the base marked accordingly.